user: Provide the full official documentation entry for Light, preserving all code examples.

assistant: ### Cycles

Diffuse
:   Direct
    :   The intensity and color of light that hit a surface with a Diffuse or Subsurface
        Scattering BSDF and did not yet bounce off/pass through any other surface
        (ignoring [Transparent](../shader_nodes/shader/transparent.xhtml) ones).
        The color of the surface itself is not included.

    Indirect
    :   The intensity and color of light that hit a surface with a Diffuse or Subsurface
        Scattering BSDF and already bounced off/passed through another surface before
        (ignoring Transparent ones).
        The color of the surface itself is not included.

    Color
    :   The colors of Diffuse and Subsurface Scattering BSDFs,
        modified by any [Mix](../shader_nodes/shader/mix.xhtml) and
        [Add](../shader_nodes/shader/add.xhtml) Shader nodes.
        The intensity and color of light are not included.

Glossy
:   Direct, Indirect, Color
    :   Same as above, but for glossy BSDFs.

Transmission
:   Direct, Indirect, Color
    :   Same as above, but for transmissive BSDFs.

        The *Transparent* BSDF is not included; see [Light Paths](../cycles/render_settings/light_paths.xhtml)
        for details. To create a transparent surface that does get included in this pass,
        use a [Glass BSDF](../shader_nodes/shader/glass.xhtml) with the IOR set to 1.

Volume
:   Direct, Indirect
    :   Same as above, but for volumetric BSDFs.

Other
:   Emission
    :   Emission from directly visible surfaces.

    Environment
    :   Emission from the directly visible [World Environment](../lights/world.xhtml). When the
        [Film](../cycles/render_settings/film.xhtml) is set to Transparent (meaning the world is excluded
        from the final render), this pass can be used to get the environment color and composite it back in.

    Ambient Occlusion
    :   Ambient occlusion from directly visible surfaces. This is a grayscale pass with values that go
        from 0 (fully occluded) to 1 (fully exposed), making it suitable for multiplying with a color
        image in the Compositor (see [Mix Color Node](../../compositing/types/color/mix_color.xhtml)).

        As an alternative to this pass, it’s also possible to use the
        [Ambient Occlusion Node](../shader_nodes/input/ao.xhtml) in materials.

    Shadow Catcher
    :   Shadows collected by objects with the [Mask – Shadow Catcher](../cycles/object_settings/object_data.xhtml#bpy-types-object-is-shadow-catcher) option enabled.
        Can be multiplied with existing footage to (for example) have a rendered object cast a shadow
        on recorded ground.

### EEVEE

Diffuse
:   Light
    :   The intensity and color of light that hit a surface with a Diffuse or Subsurface
        Scattering BSDF. The color of the surface itself is not included.

    Color
    :   The colors of Diffuse and Subsurface Scattering BSDFs,
        modified by any [Mix](../shader_nodes/shader/mix.xhtml) and
        [Add](../shader_nodes/shader/add.xhtml) Shader nodes.
        The intensity and color of light are not included.

Specular
:   Light, Color
    :   Same as above, but for specular BSDFs.

Volume
:   Light
    :   Contains [Volume objects](../../modeling/volumes/introduction.xhtml), as well as any
        volumes generated by the volume shader nodes
        ([Principled Volume](../shader_nodes/shader/volume_principled.xhtml),
        [Volume Absorption](../shader_nodes/shader/volume_absorption.xhtml),
        and [Volume Scatter](../shader_nodes/shader/volume_scatter.xhtml)), whether they’re
        used in a material or in the World background.

Other
:   Emission
    :   Emission from directly visible surfaces.

    Environment
    :   Emission from the directly visible [World Environment](../lights/world.xhtml). When the
        [Film](../cycles/render_settings/film.xhtml) is set to Transparent (meaning the world is excluded
        from the final render), this pass can be used to get the environment color and composite it back in.

    Shadow
    :   A pass that’s black for areas that don’t receive direct light and white for ones that do.
        Mostly useful for compositing objects with shadow into existing footage.

    Ambient Occlusion
    :   Ambient occlusion from directly visible surfaces. This is a grayscale pass with values that go
        from 0 (fully occluded) to 1 (fully exposed), making it suitable for multiplying with a color
        image in the Compositor (see [Mix Color Node](../../compositing/types/color/mix_color.xhtml)).

        As an alternative to this pass, it’s also possible to use the
        [Ambient Occlusion Node](../shader_nodes/input/ao.xhtml) in materials.

    Transparent
    :   Contains [Blended](../eevee/material_settings.xhtml#bpy-types-material-surface-render-method) surfaces,
        so they can be adjusted in the Compositor and later mixed with opaque passes.

        This pass only supports grayscale opacity.
        Colored opacity will show differently than in the Combined pass.

Occlusion Distance
:   Maximum distance for objects to contribute to the Ambient Occlusion pass.