Ability to Set/Override Attenuation Falloff from Light Component

It would be very useful and cool if:

There was an option on the Light component that let you change the type of falloff per light (Inverse Square, Inverse Square (No Range Attenuation), Legacy, Linear), like what’s described here:

I understand there are solutions that involve using shaders or customization of the current SRP being used but those solutions would be global and would effect all lights and hence all objects in scene (unless a shader property allowed for toggling it on/off for that object via script).

However, this feature request is specifically for the ability to change it per-light via the Light component inspector. This would be amazing because sometimes you have a unique, artistic requirement that demands breaking out of the physically accurate box.

Thank you in advance for your consideration.

Strongly agree. Particularly given that URP uses inverse square rather than legacy (the latter which was the default in Built-in). In my judegement inverse quare produces results less suitable for stylised or semi-stylised games.

Yesss I want this feature too. The point light is almost only usable to give a little touch to a scene rather than being useful for composition.