Grabbing Point Light intensity in URP Shader

In the builtin render pipeline _LightColor0 is a pretty convenient variable, if you want to grab the color/intensity of a light. However, in URP, _LightColor0 is no longer valid for point lights, instead they are grabbed via GetAdditionalLights in Lighting.hlsl.

In the light struct, the color variable, is equal to the Light’s baseColor * intensity. If the baseColor and intensity can be any value, is there a convenient way to determine the intensity of the point light?

I’m currently on URP 12.1.6.

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I use this experience formula to calculate intensity value.

0.299 * light.color.r + 0.587 * light.color.g + 0.114 * light.color.b

BTW how to get point light range value in urp shader?