Hi - sorry if this has been asked before but I couldn’t find a definitive answer (despite all my googling efforts). As I understand it lights in Unity (point/spot/directional) use quadratic falloff - all well and good. However, from what I can see this fall off seems to be scaled by the light range i.e. the range is not just setting the maximum distance from a point that we want to calculate the influence of a light, but is actually adjusting the light intensity as well. This is not what I want - I want to set the lights intensity and just have it fall off without being influenced by a “range”, the same as I would get if I created a point light in Maya with quadratic falloff.
So my question is, how do I write a “new” point light (or similar) light component? Do I just have to create my own game object, attach a “light” script to it and then have the surface shaders access those parameters some how? Or do I have to write a new LIGHT_ATTENUATION function?
I’m just a bit new to writing shaders for Unity, and I’m not quite clear on how I would achieve this. Thanks for any help.