| 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  |