What does ResolvedView.WorldCameraOrigin actually do?

I just came across this function when checking Ryan Bucks guide for creating volumetric fog. It appears to be used in a custom material node to somehow get the camera position but I am not entirely sure if this is correct.

So do you have any suggestions or actual answers to what ResolvedView.WorldCameraOrigin does?

Also do you know if/where can I find some documentation about the parameters or built in variables that I can access from inside custom material nodes?

Thank you!

That line of code is a uniform shader parameter associated with a view. Here’s the index. [link text][1]

It does indeed get the the world camera position.
You can call these in code with View. or ResolvedView.

Example,
return ResolvedView.AtmosphericFogSunDirection;

This get the Directional light (needs the AtmosphericFogSun flag on the light set).

Heres the index for uniform shader parameters associated with a primitive [link text][3].

Take a look inside the LocalObjectBounds node in the material editor, note it uses LocalObjectBoundsMin and LocalObjectBoundsMax called in code with Primitive.

Hope that helps.