Lights: Fix regression in non-physical attenuation.
@@ -19,7 +19,7 @@ float punctualLightIntensityToIrradianceFactor( const in float lightDistance, co
#else
- if( cutoffDistance > 0.0 ) {
+ if( cutoffDistance > 0.0 && decayExponent > 0.0 ) {
return pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );