@jashan Exactly right. If you pass true for applyToAllLayers, then
everything in your scene will fade, because your scene consists of the
eyeFov + any overlays/underlays that are specified by OVROverlay. So
your Cubemap OVROverlay should be fading in...
Hey @jashan,Good question. When you're trying to perform any type of
fade, SetColorScaleAndOffset() is the way to go. It's a simple formula,
where in the last step of the compositor, the color value is multiplied
by colorScale and added to colorOffse...
Hey @sayangel, I'm an engineer at Oculus and I'm looking into this. Can
you send a zip of a Unity project with the bug, so I can repro it and
look into fixing it on my end? I tried repro-ing it by adding the
following lines at the beginning of Start(...