uniform float4 _Time, _SinTime, _CosTime; // time values uniform float4 _ProjectionParams; // x = 1 or -1 (-1 if projection is flipped) // y = near plane; z = far plane; w = 1/far plane uniform float4 _ScreenParams; // x = width; y = height; z = 1 + 1/width; w = 1 + 1/height uniform float3 _WorldSpaceCameraPos; uniform float4x4 _Object2World; // model matrix uniform float4x4 _World2Object; // inverse model matrix uniform float4 _WorldSpaceLightPos0; // position or direction of light source for forward rendering uniform float4x4 UNITY_MATRIX_MVP; // model view projection matrix uniform float4x4 UNITY_MATRIX_MV; // model view matrix uniform float4x4 UNITY_MATRIX_V; // view matrix uniform float4x4 UNITY_MATRIX_P; // projection matrix uniform float4x4 UNITY_MATRIX_VP; // view projection matrix uniform float4x4 UNITY_MATRIX_T_MV; // transpose of model view matrix uniform float4x4 UNITY_MATRIX_IT_MV; // transpose of the inverse model view matrix uniform float4 UNITY_LIGHTMODEL_AMBIENT; // ambient color
https://en.wikibooks.org/wiki/Cg_Programming/Unity/Shading_in_World_Space
https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html