Sure, although it will be in the shader docs (eventually, argh), here’s a little bit of info:
Opacity - it’s what it always is, of course…(overall “alpha” of the shader)
Value - it’s now called Density, I’ve renamed it for the next version. This is where you would hook in the textures, like procedurals for instance (noise, noisette, AoN things, but also any form of density source like meta-effectors or textures…anything)
Shading - this is where you hook in actual shading nodes like the basicShader for instance. When ever the density threshold is reached to determin the shell or surface of your volume, it also generates normals, which will then get passed to the attached node (basicShader) to get shaded by lighting, reflections, anything you’d want it to look like. This is what will make the solid volume appear like geometry. Translucency won’t work with it really that well, though, because it still is just virtual geometry, so to say…but extending of the lighting to get part of the translucent effect does work fine…but, uhm, let me know if you find it necessary and I’ll see what I can do.
Min and Max - those inputs can modulate (or set) the min and max distance settings for further definition or animation of these values!
Threshold - modulate (or set) the threshold that you want for the density readout. Kind of curious to make that texturable, too…it allows for a different access to the control of the solid volume shape and animation.
Density - now called Global Density…adjusting the overall density through animation or texturing…I am not completely sure why I was even putting that in, but I really figured: why not!
Top and Fade Top just like Bottom and Fade Bottom allow the texturing of these parameters, which could localize different heights and feathering of the volume…tricky one to think about. Using Y mapped texturemaps or meta effectors would be mostly recommendable for that. It’s the “control-freak” parameter set…hihi…one for me for instance.
Random - Ah…funny…I guess I made it so you could texture the random offset of the raymarch sampling…why? Hmm…keep it organic under your percisely defined circumstances…more control-freak things! 
Well, so much for the overview!
The next release is coming closer, so you can savely get used to the new input naming (value-density, density-global density)