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InfluxDB
Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.
The light intensity falloff is still something I'm working on. The implementation utilizes structs and functions from the Unity URP library, more specifically the RealtimeLights.hlsl file (https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.render-pipelines.universal/ShaderLibrary/RealtimeLights.hlsl). Within the light struct there exists variables for both distance attenuation and shadow attenuation, in short this library calculates how much the light intensity should decrease/increase based on distance, and then it's up to the cel shader to properly threshold this value in a correct way.
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