Why is it that I can set a light's range to not include a surface, yet that surface still becomes lighter or darker depending upon whether I have the light turned on or off. The shader type on the surface doesn't matter, and whether the light is set to vertex or pixel also makes no difference in the occurrence of this event. Could it be that the range of a light is not actually its range, but is rather a marking point for an inverse square falloff? If it is the latter, is there a way to make the range definite?