oh i fixed (added) two scenes
unfortunately you are all objectively wrong, bottom right (aka path traced) is the best, and i will explain why
1. path traced actually handles refraction correctly -- if you compare all images side by side, you'll see that stuff behind glass looks like it's at a different angle in bottom right. you can see this in the left red window of the second to last scene
2. quadratic light falloff done correctly (as opposed to linear falloff) -- this is pretty easy to see.
2.5 as a corollary, light can actually travel further than 15 blocks and that is why buildings are actually lit by other light sources in the city instead of just having their walls be pitch black because there's no nearby torch
3. reflections on water done correctly -- see the solea scene, where water isn't properly lit by sunlight by any of the other shaders
4. light does not bend around walls. every single other shader has lit the exterior face of the wall scene, which doesn't make any sense because that's not how light works. also in the cactus scene, the cactus blocks actually block light and cast shadows, as opposed to light just somehow bending around everything