I've just recently created my first night-time scene. I'm struggling to get a spot light to brighten objects the way I'd like within the given range. To illustrate, here's one just above the surface of a plane, with an intensity of 1 and a range of 10. Notice that despite the range being 10, there's almost no [apparent] light applied except right near the source, out to a distance of maybe 2-3 at most. Only objects that are really close are noticeably illuminated. So I increase the Intensity, and that works for the range issue - except that the intensity has to be so high to reach that range that everything near the light gets entirely washed out: I'd like to have this light work something like the 2nd image but NOT wash everything out. I've searched around and seen there are shader-based things to try and there's a way to set Lightmapper fall-off, but ..am I overthinking this? Is there a simple solution? Maybe even just a way of clamping how much light can be applied to anything, even if that's globally (so the intensity could be set to 1000 like that to get the range I'd like, but it wouldn't wash anything out / make everything near it in the scene an almost solid white). For example if this were a flashlight in real life - everything in the direction it's pointed is being illuminated to whatever distance based on the intensity but it never washes out any details. I'd appreciate any insight. I'm currently using URP 10.1.0-preview.2.