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End of start/end attenuation to only use inverse square falloff ?

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Nowadays we all move to physically correct equations and remove the old methods.
One of them is the start/end attenuation using smoothstep :
float Attenuation = smoothstep( Light.EndAttenuation, Light.StartAttenuation, d );

Nowadays we only use the inverse square falloff with one tweak to avoid infinite reach, for example this method used by unreal engine :

Using the inverse square falloff the artist doesn't have control on the attenuation but the attenuation is realist.
Is it good to only use this method or a fallback on the old method is needed ?
Unreal still has a fallback on light param to use the old method, they use an exponent factor :
float NormalizeDistanceSquared = dot(WorldLightVector, WorldLightVector);
return pow(1.0f - saturate(NormalizeDistanceSquared), FalloffExponent);


Edited by Alundra

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