Lights with greater range seem like they would benefit from the ability to adjust the lightBleedFilter parameter in the shader. Let's provide an API for this.
Alternatively, experiment with adjusting the existing value based on distance from light to fragment. If that works, we can eliminate the need for any sort of user configuration in this regard.
Lights with greater range seem like they would benefit from the ability to adjust the lightBleedFilter parameter in the shader. Let's provide an API for this.