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.