  Item ID (Integer)  The LWItemID of the intersected primitive
 Pixel X, Y (Integer)  The location of the pixel currently being rendered
 Frame Width, Height (Integer)  The resolution of the image set in Camera Properties
 Ray Position (Vector)  Origin of the ray that intersected this primitive (from the Camera, Reflection, Refraction, Shadow, etc.)
 Ray Position dX, dY (Vector)  Ray origin differentials
 Ray Direction (Vector)  The direction of the ray that intersected this primitive (from the Camera, Reflection, Refraction, Shadow, etc.)
 Ray Direction dX, dY (Vector)  Ray direction differentials
 Ray Weight (Color) The accumulated weight of the ray represented as a color
 Ray Distance (Scalar)  The distance the ray traveled before intersecting the primitive
 Shutter Time (Scalar)  The normalized shutter time (0...1)
 Ray type (Integer)  Camera ray, Reflection ray, Refraction ray, Dissolve ray, Shadow ray and Occlusion ray. These can be fed into the Ray Type Switch node.
 Ray Bounce (Integer)  The number of bounces the ray has taken to reach this intersection. Starts at 1
 World Position (Vector)  The location of the intersection in world coordinates
 World Position dX, dY (Vector)  The partial derivative of the world coordinate position in relation to X or Y coordinate of the pixel
 World Position dU, dV (Vector)  The partial derivative of the world coordinate position in relation to the U or V coordinate of the pixel (for objects with automatic UV maps)
 Perturbed Normal (Vector)  The interpolated normal perturbed by bump or normal mapping
 Smooth Normal (Vector)  The interpolated normal
 Geometric Normal (Vector)  The uninterpolated geometric normal
 Normal dU, dV (Vector)  The partial derivatives of the normal along U and V coordinates
 Barycentric Coordinates (Vector)  The masses of each vertex on a triangle
 Object Position (Vector)  The location of the intersection in local coordinates
 To Local, To World (Matrix)  Transformation matrices for the intersection
 U, V (Scalar)  The U or V coordinate for the intersection, presuming the surface has UV coordinates
 U and V dX, dY (Scalar)  The U and V partial derivatives along pixel X and Y
 Primitive ID (Integer)  A Primitive can have an ID assigned that is different to the Item ID
 Surface Side (Integer)  Determines if the intersection hit the front (0) or back (1) of the surface (2 double sided back)
 Polygon Index (Integer)  The numeric index for the polygon at the intersection
 Mesh Element (Integer)  Outputs the element type needed for the Mesh Element Switch node
