publicfloatlightWidth=0.0f;// Area & projector lights
[Range(0.0f, 1.0f)]
publicfloatmaxSmoothness=1.0f;// this is use with punctual light to fake an area lights
publicboolapplyRangeAttenuation=true;// If true, we apply the smooth attenuation factor on the range attenuation to get 0 value, else the attenuation is juste inverse square and never reach 0