| Name Long (short) | Data Type | Description | 
                  
                     | farPointCamera
                           (fc)
                          farPointCameraX (fcx)  farPointCameraY (fcy)  farPointCameraZ (fcz) | float3 float float float | used for volume, the
                           far point of the visible interval in camera space 
                         | 
                  
                     | farPointObj
                           (fo)
                          farPointObjX (fox)  farPointObjY (foy)  farPointObjZ (foz) | float3 float float float | used for volume, the
                           far point of the visible interval in object space 
                         | 
                  
                     | farPointWorld
                           (fw)
                          farPointWorldX (fwx)  farPointWorldY (fwy)  farPointWorldZ (fwz) | float3 float float float | used for volume, the
                           far point of the visible interval in world space 
                         | 
                  
                     | filterSize (fs)  filterSizeX (fsx)  filterSizeY (fsy)  filterSizeZ (fsz) | float3 float float float | Filter size in (u, v,
                           w) with which to filter textures 
                         | 
                  
                     | infoBits (ib) | 32-bit unsigned integer  | Passes information from
                           one node that may be needed by another node. 
                         Using this field, a file texture node with advanced filtering
                           turned on (such as Quadratic filtering) can be used simultaneously
                           as both a color map and a bump map. When rendering, Maya computes
                           the color map using advanced filtering, but computes the bump map
                           without it since advanced filtering is incompatible with bump mapping.
                         | 
                  
                     | lightDataArray
                           (ltd)
                          lightDirection (ld)  lightDirectionX (ldx)  lightDirectionY (ldy)  lightDirectionZ (ldz)  lightIntensity (li)  lightIntensityR (lir)  lightIntensityG (lig)  lightIntensityB (lib)  lightAmbient (la)  lightDiffuse (ldf)  lightSpecular (ls) lightShadowFraction (lsf) | lightData float3 float float float float3 float float float boolean boolean boolean float | Multi-attribute representing all
                           lights linked to the shading group
                         The light direction The light intensity Flag for ambient component Flag for diffuse component Flag for specular component Percentage shadowing of the current light, provided shadows
                           are enabled on the given light 
                         | 
                  
                     | matrixObjectToWorld (mow) | floatMatrix | Transformation from object space
                           into world space 
                         | 
                  
                     | matrixWorldToObject (mwo) | floatMatrix | Transformation from world space
                           into object space 
                         | 
                  
                     | mediumRefractiveIndex (mrfi) | float | refractive index of the medium
                           through which the incident ray was travelling before it hit the
                           point being shaded 
                         | 
                  
                     | normalCamera
                           (n)
                          normalCameraX (nx)  normalCameraY (ny)  normalCameraZ (nz) | float3 float float float | Surface normal in camera space  | 
                  
                     | numShadingSamples
                           (ns)
                         | char | Number of shading samples to
                           take for this surface 
                         | 
                  
                     | objectId (oi) | int | unique ID for the object being
                           shaded, may not be the same ID across frames 
                         | 
                  
                     | objectType (ot) | char | the rendering type (0=unknown,
                           1=surface, 2=volume(not particles), 3=blobby surface, 4=particle system,
                           5=image plane) 
                         | 
                  
                     | particleAge
                           (pa)
                         | float | age of the particle currently being
                           shaded 
                         | 
                  
                     | particleColor
                           (pc)
                          particleColorR (pcr)  particleColorG (pcg)  particleColorB (pcb) | float3 float float float | per-particle color as provided
                           by a particle color mapper 
                         | 
                  
                     | particleId (pid) | int | unique identifier for
                           the particle being shaded 
                         | 
                  
                     | particleIncandescence
                           (pi)
                          particleIncandescenceR (pir)  particleIncandescenceG (pig)  particleIncandescenceB (pib) | float3 float float float | per-particle incandescence as
                           provided by a particle incandescence mapper 
                         | 
                  
                     | particleLifespan
                           (pls)
                         | float | life-span of the current particle  | 
                  
                     | particleTransparency
                           (pt)
                          particleTransparencyR
                           (ptr)
                          particleTransparencyG
                           (ptg)
                          particleTransparencyB
                           (ptb)
                         | float3 float float float | per-particle transparency
                           as provided by a particle transparency mapper 
                         | 
                  
                     | particleWeight
                           (w)
                         | float | weight of the current particle  | 
                  
                     | pixelCenter
                           (pc)
                          pixelCenterX (pcx)  pixelCenterY (pcy) | float2 float float | center of the pixel currently being
                           shaded in screen space 
                         | 
                  
                     | pointCamera
                           (p)
                          pointCameraX (px)  pointCameraY (py)  pointCameraZ (pz) | float3 float float float | xyz location of geometry
                           in camera space 
                         | 
                  
                     | pointObj (po)  pointObjX (pox)  pointObjY (poy)  pointObjZ (poz) | float3 float float float | xyz location of geometry
                           in object space 
                         | 
                  
                     | pointWorld (pw)  pointWorldX (pwx)  pointWorldY (pwy)  pointWorldZ (pwz) | float3 float float float | xyz location of geometry
                           in world space 
                         | 
                  
                     | rayDepth (rd) | int | during raytracing, the
                           depth of the current ray (the primary ray has a depth of 0) 
                         | 
                  
                     | rayDirection
                           (rad)
                          rayDirectionX (rdx)  rayDirectionY (rdy)  rayDirectionZ (rdz) | float3 float float float | The direction of the
                           current intersection ray in camera space 
                         | 
                  
                     | rayOrigin (ro)  rayOriginX (rox)  rayOriginY (roy)  rayOriginZ (roz) | float3 float float float | The origin of the current intersection
                           ray in camera space 
                         | 
                  
                     | refPointCamera
                           (rpc)
                          refPointCameraX (rcx)  refPointCameraY (rcy)  refPointCamearZ (rcz) | float3 float float float | The current reference sample
                           point that has to be shaded. Used in conjunction with reference
                           objects.
                         | 
                  
                     | refPointObject
                           (rpo)
                          refPointObjectX (rox)  refPointObjectY (roy)  refPointObjectZ (roz) | float3 float float float | The current reference sample
                           point that has to be shaded. Used in conjunction with reference
                           objects.
                         | 
                  
                     | refPointWorld
                           (rpw)
                          refPointWorldX (rwx)  refPointWorldY (rwy)  refPointWorldZ (rwz) | float3 float float float | The current reference sample
                           point that has to be shaded. Used in conjunction with reference
                           objects.
                         | 
                  
                     | tangentUCamera(tu)  tangentUx (tux)  tangentUy (tuy)  tangentUz (tuz) | float3 float float float | The U tangent of the
                           surface in camera space 
                         | 
                  
                     | tangentVCamera
                           (tv)
                          tangentVx (tvx)  tangentVy (tvy)  tangentVz (tvz) | float3 float float float | The V tangent of the
                           surface in camera space 
                         | 
                  
                     | triangleNormalCamera
                           (tnc)
                          triangleNormalCameraX (tnx)  triangleNormalCameraY (tny)  triangleNormalCameraZ (tnz) | float3 float float float | Normal of the visible triangle
                           in camera space. 
                         | 
                  
                     | uvCoord (uv)  uCoord (u)  vCoord (v) | float2 float float | texture UV coordinates
                           in surface parametric space 
                         | 
                  
                     | uvFilterSize
                           (uf)
                          uvFilterSizeX (ufx)  uvFilterSizeY (ufy)  | float3 float float |  The sample (filter)
                           size
                         | 
                  
                     | vertexCameraOne
                           (vc1)
                          vertexCameraOneX (c1x)  vertexCameraOneY (c1y)  vertexCameraOneZ (c1z) | float3 float float float |  vertex one of the triangle currently
                           being shaded in camera space 
                         | 
                  
                     | vertexCameraTwo
                           (vc2)
                          vertexCameraTwoX (c2x)  vertexCameraTwoY (c2y)  vertexCameraTwoZ (c2z) | float3 float float float | vertex two of the triangle currently
                           being shaded in camera space 
                         | 
                  
                     | vertexCameraThree
                           (vc3)
                          vertexCameraThreeX (c3x)  vertexCameraThreeY (c3y)  vertexCameraThreeZ (c3z) | float3 float float float |  vertex three of the
                           triangle currently being shaded in camera space 
                         | 
                  
                     | vertexUvOne
                           (vt1)
                          vertexUvOneU (t1u)  vertexUvOneV (t1v) | float2 float float | texture coordinate of
                           the triangle currently being shaded 
                         | 
                  
                     | vertexUvTwo
                           (vt2)
                          vertexUvTwoU (t2u)  vertexUvTwoV (t2v) | float2 float float | texture coordinate of
                           the triangle currently being shaded 
                         | 
                  
                     | vertexUvThree
                           (vt3)
                          vertexUvThreeU (t3u)  vertexUvThreeV (t3v) | float2 float float | texture coordinate of
                           the triangle currently being shaded 
                         |