Light Illumination Modes

every lights has a fall off mode: light.falloffType = BABYLON.

/**

  • Falloff Default: light is falling off following the material specification:
  • standard material is using standard falloff whereas pbr material can request special falloff per materials.
    */
    public static readonly FALLOFF_DEFAULT = 0;

/**

  • Falloff Physical: light is falling off following the inverse squared distance law.
    */
    public static readonly FALLOFF_PHYSICAL = 1;

/**

  • Falloff gltf: light is falling off as described in the gltf moving to PBR document
  • to enhance interoperability with other engines.
    */
    public static readonly FALLOFF_GLTF = 2;

/**

  • Falloff Standard: light is falling off like in the standard material
  • to enhance interoperability with other materials.
    */
    public static readonly FALLOFF_STANDARD = 3;

I would think the GLTF type might be the closest here. IT all comes down to the fact Unity does not use physical values for setting light intensity.