Add light softness: spotlight edge softness for physically-based rendering.
The new spotlight attribute softness (real in [0, 1], default 0) is the fraction of the cone, measured inward from the cutoff, over which intensity falls to zero. It is used by physically-based lighting models; the Phong model's corresponding knob remains exponent. The filament renderer previously hardcoded the inner cone angle to 0, making the entire beam penumbra: the shader attenuates by the squared smoothstep ((cos(theta) - cos(outer)) / (cos(inner) - cos(outer)))^2, so a cutoff-25 spot delivered its rated candela only exactly on-axis and about a third of it averaged over the light pool, with the deficit shrinking as the cutoff widens. The inner angle is now (1 - softness) * cutoff, so at the default the light delivers its full intensity everywhere inside the cone and illuminance follows E = I/d^2 independent of the cutoff. Setting softness to 1 reproduces the previous appearance exactly (verified bit-identical), which is the migration path for models tuned against the old behavior. The filament light type also changes from FOCUSED_SPOT to SPOT. With intensity given in candela and the cone set at build time the two types produce identical output (FOCUSED_SPOT's power-conserving rescale only applies when the cone changes after the intensity is set), but SPOT guarantees that candela never rescales with cone angle should the cone ever become runtime-editable. Verified with headless renders under a linear tone mapper against an equal-candela point light at cutoffs 25/45/80: softness 0 gives spot/point luminance ratio 1.000 at all sampled angles inside the cone; softness 0.2 is flat over the inner 80% of the cone; softness 1 matches the previous renderer with zero linear-pixel difference. XML round-trip and the [0, 1] compile-time check verified. Introspect and wasm bindings regenerated. PiperOrigin-RevId: 959334706 Change-Id: I0f0729781899880de1729ea9b3d8c055d715a025
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Copybara-Service
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@@ -2986,6 +2986,7 @@ void mjv_makeLights(const mjModel* m, const mjData* d, mjvScene* scn) {
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f2f(thislight->attenuation, m->light_attenuation+3*i, 3);
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thislight->exponent = m->light_exponent[i];
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thislight->cutoff = m->light_cutoff[i];
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thislight->softness = m->light_softness[i];
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}
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// copy colors
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