I thought it would be a good idea to explore a few more simple variations of the mesh lights from the previous post. These ones don't use N.L light direction, so they're more like volume projection than a different way to do lighting. I've put them all on a rounded cube volume for these examples, but you can just swap that out for spherical volume if you'd prefer (let me know if you have any problems with this).
There's a Directional Ambient light version, that lets you override both the scene ambient colours as well as the light angle. I use the Sky Ambient, Equator Ambient, and Ground Ambient scene colours (found in the Light Settings -> Environment Lighting) to tint my outdoor terrain shaders, but I don't want these same colours tinting the inside of buildings and dungeons (as you'd see the colours shift around you as the time of day changes) - so this could be useful for letting light bleed into indoor areas near windows and doors to help mask the transition between ambient lit and unlit shaders.
There's also a Frensel Rim version, a Cubemap Reflection version and a Triplanar Overlay version, that could all be useful for various stylised effects.
Thanks for the support,
Edward