Light attenuation calculation without _LightTexture0

Hi! Is there any option to calculate attenuation without _LightTexture0? Because I can’t find how does this texture generated. It could be fine to get answer on question “How does this texture generated?” here in Unity answers forum. Thanks.

It is generated in the deferred light compute shader, you can generate your own, but you will ahve to make a script that creates it on the awake because it is a shder param that creates itself, Unity - Manual: Custom fall-off