p_DirectTK



p_DirectTK - light shader. You may use it like common light shader
The shader also maybe used with bunch with p_MegaTK, in this case shader will works in different mode, it will return some more data (as against ussual light shaders) needed for correct multipass rendering (such as 'lightColor', 'lightColorShadowed', 'emitDiffuse', 'emitSpecular' and 'Light Category')
If you want render passes with p_MegaTK shader you should use p_DirectTK, p_PointTK or p_SpotTK for all your lights (please view tutorial about rendering passes with p_MegaTK).
Color
Light Color
Intensity
Light Intensity. It's multiplier for 'Color'
Emit Diffuse
Emit Diffuse, if enabled current light will take effect to material shader diffuse component
This option effect only to p_MegaTK shaders. Maybe in future versions this option will works with maya's shaders too
Emit Specular
Emit Specular, if enabled current light will take effect to material shader speculare component
This option effect only to p_MegaTK shaders. Maybe in future versions this option will works with maya's shaders too

Shadow
Enable computing of raytrace shadow
Shadow Transparency
If 'Shadow' enabled this control Shadow Transparency
Light Radius
Light Radius is some Area Light alternative if you need soft shadow. It's works like Maya Light Radius
Radius of virtual light (as light size in area light), more radius produce more shadow blur
Shadow Rays
If 'Light Radius' more than 0 'Shadow Rays' control quality of blured shadow. More value get more smooth result(less noise), but slower render
Light Threshold
If light intensity less that this value raytrace shadow will not be computed. It's very usefull optimization if you have heavy scene with many lights with attenuation
Light Category
If 'Light Category' is same as in p_MegaTK this light will take effect to appropriate shading component of p_MegaTK shader. If 'Light Category' is empty light will take effect to all shading component that have empty 'Light Category' too