For situations like this we could do with a compliment to the 'invisible wall' entity, instead though the wall would be plain white with and _I map to make it glow. Place the 'bright wall' (or whatever it gets called) outside the cave with it initially hidden, then when you enter the cave a certain depth unhide it,, from that point on as you continue into the cave reduce the light level.
If you turn around and look outside it will still appear bright.
For a really professional looking result you would capture the view outside the cave and use that for the _D texture on the wall and tweak the _I map to match as close as possible the light conditions outside, that way when the wall is hidden as you leave the cave the effect is less jarring.
Been there, done that, got all the T-Shirts!