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?
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.