Category: Processing > Math 
            
             Shader Family: Texture 
            
             Output: Scalar 
            
            Creates an exponential falloff between the attenuation start and stop distances, according to a specified exponent. The distance
               measurement begins at the source of the current ray (e.g., when used in a light shader, the distance measurement starts at
               the light location). 
            
            The exponential function is f(x) = 1/(distance^(exponent)). 
            
            For a standard inverse square falloff light, the exponent is 2. 
            
               
                  
                     
                     
                  
                  
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                       The shader's name. Enter any name you like, or leave the default.   
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                       Determines the point at which the falloff starts.   
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                       Determines the point at which the falloff ends.   
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                       Defines the exponent of the curve.   
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               Render Tree Usage
               
 
               Connect this shader to a scalar input to define an exponential falloff for a scalar value such as Intensity, Refraction, threshold,
                  etc.