I'm working on a game on the Rift that takes place in low light. In the Editor, as I get the light intensity very low, I can get very near to black without getting all the way there. However, when viewing on the rift, everything is a little brighter (a lot actually) - like the gamma is brighter on the Rift or something. What this means is that when I try and get the light really low (like a dark blue moonlight (directional light)), as I approach smaller values - the surfaces lit by the light snap to black. I can't see this snapping in the Editor, but because the Rift is brighter, it's very apparent in the headset. Have I got some setting wrong? I'm working with Deferred and Linear in the Player Settings...but I can't seem to get around this.