Hello, I recently updated my project from built-in renderer to URP. But now all lights in the scene are broken. As I understand, Light range parameter behaves differently now. I dont know if its intended but now, for light to be even visible, I have to increase intensity to pretty high amounts.. problem is, that it does not allow me to extend the range of the light across entire room/hallway without increasing intensity too much. But increasing intensity to the point, where the light covers entire room will cause very bright spot in the middle (center of point light). Of course, it is logical for the light to be much brighter in the center but in built in renderer, I could compensate this with said light range. That allowed me to use 1 or 2 point lights, to enlighten entire hallway... now I am forced to use much more lights so it doesn't look bad. (which I would like to avoid if possible) I managed to fix the "problem" in Lighting.hlsl but that was just testing/temporary solution. My question is: can I somehow override this light attenuation permanently within C# code ? I am very new to SRP but I keep hearing that SRPs are highly customizable via C# scripts so I was wondering if someone could help me out. Thank you.