True, thanks for pointing that out. I'm not sure what you mean by "orthogonal", but I think I understand what you were getting at.
Sure, I could make it so that one could choose between them, but right now that would be on a per-light-system basis. The only real difference between them is one line in their respective fragment shader
Multiplcative:
color.rgb = color.rgb + color.rgb * maskColor.rgb * lightIntensity;
Additive:
color.rgb = color.rgb + color.rgb + maskColor.rgb * lightIntensity;
It wouldn't bee to hard to change it so that every light could independently choose how to illuminate the region around it.
Maybe the multiplicative one, with the "mist-like/grungy-like effect" as you said, would be good for eerie/dark/thematic scenes.
I guess what throws me off with the additive one is that it doesn't seem to brighten the scenery. It sort of slaps a translucent sheet on top of it. The multiplicative one amplifies scenery colors (if I move the lights into a darker area, they are much less apparent, since there isn't anything to actually make brighter, which isn't the case for the additive one).