What formula does URP use to calculate the falloff of Point and Spot Lights?
Thanks to Bgolus for posting the formula here Light distance in shader
saturate(1.0 / (1.0 + 25.0*normalizedDist*normalizedDist) * saturate((1 - normalizedDist) * 5.0));
What formula does URP use to calculate the falloff of Point and Spot Lights?
Thanks to Bgolus for posting the formula here Light distance in shader
saturate(1.0 / (1.0 + 25.0*normalizedDist*normalizedDist) * saturate((1 - normalizedDist) * 5.0));