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.