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Short answer: According to the laws of physics (and realistic rendering should be very close to the laws of physics), the total brightness from a light source at any distance is distributed evenly over the sphere regardless of the radius of the sphere (distance). As the radius increases, the area of ​​the sphere increases quadratically, and the brightness decreases proportionally. For example, if the radius/distance is increased by 2 times, the brightness will decrease by 4 times.
You can read in more detail in the article: Physically Based Rendering in Filament at chapter 5.2.2.2 Spot lights

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@ThomasCartier
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