General
When this option is enabled, the 'Background Color' parameter is ignored and the color from the global environment shader or dome light is used instead.
This is background color that contains pre-baked lighting.The included alpha value sets the visiblity of the background.
This is added to the final color to make the surface glow. The default color black means no emission.
This lets you control the intensity of the emissive color.
This enables the capture of diffuse illumination from direct and indirect (GI) lighting.
In order to receive illumination from CG lights, the 'Matte Shadow Illuminator' option needs to be checked for the light. This setting can be enabled under the Ray Contribution section of your lights.
Only Redshift Physical Lights and Redshift IES lights can be Matte Shadow Illuminators.
This is the diffuse tint color applied to direct and indirect lighting.
This allows you to scale the diffuse lighting amount received.
This enables the capture of shadows from CG-lit models.
This is the base color of the shadows. The darker the shadow, the more of this color is applied. For example, if the cast shadow is solid black, then it is effectively replaced with this color.
The alpha of this color sets the visibility of the shadows within the rendered alpha. For instance if your background alpha is set to 0 and your shadow alpha is set to 1 then you will be able to differentiate between the two in the alpha channel. Alternatively with background alpha set to 0 and shadow alpha set to 0 you could still catch shadows but your shadows would not affect the alpha.
This is an ambient 'light' color that is added to the shadows, generally used in place of real GI.
Normally, as the angle between a light and surface decreases, the shadows will appear weaker. Disabling this option makes the shadows strength consistent, regardless of light angle to the surface.
This is useful for removing color from shadows that have come from colored CG lights.
This controls the transparency of the shadow.

