Here are a list of parameters which could be handy in a custom node in materials in Unreal…
VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, TranslatedWorldToClip) \ VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, RelativeWorldToClip) \ VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, ClipToRelativeWorld) \ VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, TranslatedWorldToView) \ VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, ViewToTranslatedWorld) \ VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, TranslatedWorldToCameraView) \ VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, CameraViewToTranslatedWorld) \ VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, ViewToClip) \ VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, ViewToClipNoAA) \ VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, ClipToView) \ VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, ClipToTranslatedWorld) \ VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, SVPositionToTranslatedWorld) \ VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, ScreenToRelativeWorld) \ VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, ScreenToTranslatedWorld) \ VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, MobileMultiviewShadowTransform) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, ViewTilePosition) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, MatrixTilePosition) \ VIEW_UNIFORM_BUFFER_MEMBER_EX(FVector3f, ViewForward, EShaderPrecisionModifier::Half) \ VIEW_UNIFORM_BUFFER_MEMBER_EX(FVector3f, ViewUp, EShaderPrecisionModifier::Half) \ VIEW_UNIFORM_BUFFER_MEMBER_EX(FVector3f, ViewRight, EShaderPrecisionModifier::Half) \ VIEW_UNIFORM_BUFFER_MEMBER_EX(FVector3f, HMDViewNoRollUp, EShaderPrecisionModifier::Half) \ VIEW_UNIFORM_BUFFER_MEMBER_EX(FVector3f, HMDViewNoRollRight, EShaderPrecisionModifier::Half) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, InvDeviceZToWorldZTransform) \ VIEW_UNIFORM_BUFFER_MEMBER_EX(FVector4f, ScreenPositionScaleBias, EShaderPrecisionModifier::Half) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, RelativeWorldCameraOrigin) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, TranslatedWorldCameraOrigin) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, RelativeWorldViewOrigin) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, RelativePreViewTranslation) \ VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, PrevViewToClip) \ VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, PrevClipToView) \ VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, PrevTranslatedWorldToClip) \ VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, PrevTranslatedWorldToView) \ VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, PrevViewToTranslatedWorld) \ VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, PrevTranslatedWorldToCameraView) \ VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, PrevCameraViewToTranslatedWorld) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, PrevTranslatedWorldCameraOrigin) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, PrevRelativeWorldCameraOrigin) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, PrevRelativeWorldViewOrigin) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, RelativePrevPreViewTranslation) \ VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, PrevClipToRelativeWorld) \ VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, PrevScreenToTranslatedWorld) \ VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, ClipToPrevClip) \ VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, ClipToPrevClipWithAA) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, TemporalAAJitter) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, GlobalClippingPlane) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector2f, FieldOfViewWideAngles) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector2f, PrevFieldOfViewWideAngles) \ VIEW_UNIFORM_BUFFER_MEMBER_EX(FVector4f, ViewRectMin, EShaderPrecisionModifier::Half) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, ViewSizeAndInvSize) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, LightProbeSizeRatioAndInvSizeRatio) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, BufferSizeAndInvSize) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, BufferBilinearUVMinMax) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, ScreenToViewSpace) \ VIEW_UNIFORM_BUFFER_MEMBER(int32, NumSceneColorMSAASamples) \ VIEW_UNIFORM_BUFFER_MEMBER(float, PreExposure) \ VIEW_UNIFORM_BUFFER_MEMBER(float, OneOverPreExposure) \ VIEW_UNIFORM_BUFFER_MEMBER_EX(FVector4f, DiffuseOverrideParameter, EShaderPrecisionModifier::Half) \ VIEW_UNIFORM_BUFFER_MEMBER_EX(FVector4f, SpecularOverrideParameter, EShaderPrecisionModifier::Half) \ VIEW_UNIFORM_BUFFER_MEMBER_EX(FVector4f, NormalOverrideParameter, EShaderPrecisionModifier::Half) \ VIEW_UNIFORM_BUFFER_MEMBER_EX(FVector2f, RoughnessOverrideParameter, EShaderPrecisionModifier::Half) \ VIEW_UNIFORM_BUFFER_MEMBER(float, PrevFrameGameTime) \ VIEW_UNIFORM_BUFFER_MEMBER(float, PrevFrameRealTime) \ VIEW_UNIFORM_BUFFER_MEMBER_EX(float, OutOfBoundsMask, EShaderPrecisionModifier::Half) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, WorldCameraMovementSinceLastFrame) \ VIEW_UNIFORM_BUFFER_MEMBER(float, CullingSign) \ VIEW_UNIFORM_BUFFER_MEMBER_EX(float, NearPlane, EShaderPrecisionModifier::Half) \ VIEW_UNIFORM_BUFFER_MEMBER(float, GameTime) \ VIEW_UNIFORM_BUFFER_MEMBER(float, RealTime) \ VIEW_UNIFORM_BUFFER_MEMBER(float, DeltaTime) \ VIEW_UNIFORM_BUFFER_MEMBER(float, MaterialTextureMipBias) \ VIEW_UNIFORM_BUFFER_MEMBER(float, MaterialTextureDerivativeMultiply) \ VIEW_UNIFORM_BUFFER_MEMBER(uint32, Random) \ VIEW_UNIFORM_BUFFER_MEMBER(uint32, FrameNumber) \ VIEW_UNIFORM_BUFFER_MEMBER(uint32, StateFrameIndexMod8) \ VIEW_UNIFORM_BUFFER_MEMBER(uint32, StateFrameIndex) \ VIEW_UNIFORM_BUFFER_MEMBER(uint32, DebugViewModeMask) \ VIEW_UNIFORM_BUFFER_MEMBER_EX(float, CameraCut, EShaderPrecisionModifier::Half) \ VIEW_UNIFORM_BUFFER_MEMBER_EX(float, UnlitViewmodeMask, EShaderPrecisionModifier::Half) \ VIEW_UNIFORM_BUFFER_MEMBER_EX(FLinearColor, DirectionalLightColor, EShaderPrecisionModifier::Half) \ VIEW_UNIFORM_BUFFER_MEMBER_EX(FVector3f, DirectionalLightDirection, EShaderPrecisionModifier::Half) \ VIEW_UNIFORM_BUFFER_MEMBER_ARRAY(FVector4f, TranslucencyLightingVolumeMin, [TVC_MAX]) \ VIEW_UNIFORM_BUFFER_MEMBER_ARRAY(FVector4f, TranslucencyLightingVolumeInvSize, [TVC_MAX]) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, TemporalAAParams) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, CircleDOFParams) \ VIEW_UNIFORM_BUFFER_MEMBER(uint32, ForceDrawAllVelocities) \ VIEW_UNIFORM_BUFFER_MEMBER(float, DepthOfFieldSensorWidth) \ VIEW_UNIFORM_BUFFER_MEMBER(float, DepthOfFieldFocalDistance) \ VIEW_UNIFORM_BUFFER_MEMBER(float, DepthOfFieldScale) \ VIEW_UNIFORM_BUFFER_MEMBER(float, DepthOfFieldFocalLength) \ VIEW_UNIFORM_BUFFER_MEMBER(float, DepthOfFieldFocalRegion) \ VIEW_UNIFORM_BUFFER_MEMBER(float, DepthOfFieldNearTransitionRegion) \ VIEW_UNIFORM_BUFFER_MEMBER(float, DepthOfFieldFarTransitionRegion) \ VIEW_UNIFORM_BUFFER_MEMBER(float, MotionBlurNormalizedToPixel) \ VIEW_UNIFORM_BUFFER_MEMBER(float, GeneralPurposeTweak) \ VIEW_UNIFORM_BUFFER_MEMBER(float, GeneralPurposeTweak2) \ VIEW_UNIFORM_BUFFER_MEMBER_EX(float, DemosaicVposOffset, EShaderPrecisionModifier::Half) \ VIEW_UNIFORM_BUFFER_MEMBER(float, DecalDepthBias) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, IndirectLightingColorScale) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, PrecomputedIndirectLightingColorScale) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, PrecomputedIndirectSpecularColorScale) \ VIEW_UNIFORM_BUFFER_MEMBER_ARRAY(FVector4f, AtmosphereLightDirection, [NUM_ATMOSPHERE_LIGHTS]) \ VIEW_UNIFORM_BUFFER_MEMBER_ARRAY(FLinearColor, AtmosphereLightIlluminanceOnGroundPostTransmittance, [NUM_ATMOSPHERE_LIGHTS]) \ VIEW_UNIFORM_BUFFER_MEMBER_ARRAY(FLinearColor, AtmosphereLightIlluminanceOuterSpace, [NUM_ATMOSPHERE_LIGHTS]) \ VIEW_UNIFORM_BUFFER_MEMBER_ARRAY(FLinearColor, AtmosphereLightDiscLuminance, [NUM_ATMOSPHERE_LIGHTS]) \ VIEW_UNIFORM_BUFFER_MEMBER_ARRAY(FVector4f, AtmosphereLightDiscCosHalfApexAngle, [NUM_ATMOSPHERE_LIGHTS]) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, SkyViewLutSizeAndInvSize) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, SkyCameraTranslatedWorldOrigin) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, SkyPlanetTranslatedWorldCenterAndViewHeight) \ VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, SkyViewLutReferential) \ VIEW_UNIFORM_BUFFER_MEMBER(FLinearColor, SkyAtmosphereSkyLuminanceFactor) \ VIEW_UNIFORM_BUFFER_MEMBER(float, SkyAtmospherePresentInScene) \ VIEW_UNIFORM_BUFFER_MEMBER(float, SkyAtmosphereHeightFogContribution) \ VIEW_UNIFORM_BUFFER_MEMBER(float, SkyAtmosphereBottomRadiusKm) \ VIEW_UNIFORM_BUFFER_MEMBER(float, SkyAtmosphereTopRadiusKm) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, SkyAtmosphereCameraAerialPerspectiveVolumeSizeAndInvSize) \ VIEW_UNIFORM_BUFFER_MEMBER(float, SkyAtmosphereAerialPerspectiveStartDepthKm) \ VIEW_UNIFORM_BUFFER_MEMBER(float, SkyAtmosphereCameraAerialPerspectiveVolumeDepthResolution) \ VIEW_UNIFORM_BUFFER_MEMBER(float, SkyAtmosphereCameraAerialPerspectiveVolumeDepthResolutionInv) \ VIEW_UNIFORM_BUFFER_MEMBER(float, SkyAtmosphereCameraAerialPerspectiveVolumeDepthSliceLengthKm) \ VIEW_UNIFORM_BUFFER_MEMBER(float, SkyAtmosphereCameraAerialPerspectiveVolumeDepthSliceLengthKmInv) \ VIEW_UNIFORM_BUFFER_MEMBER(float, SkyAtmosphereApplyCameraAerialPerspectiveVolume) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, NormalCurvatureToRoughnessScaleBias) \ VIEW_UNIFORM_BUFFER_MEMBER(float, RenderingReflectionCaptureMask) \ VIEW_UNIFORM_BUFFER_MEMBER(float, RealTimeReflectionCapture) \ VIEW_UNIFORM_BUFFER_MEMBER(float, RealTimeReflectionCapturePreExposure) \ VIEW_UNIFORM_BUFFER_MEMBER(FLinearColor, AmbientCubemapTint) \ VIEW_UNIFORM_BUFFER_MEMBER(float, AmbientCubemapIntensity) \ VIEW_UNIFORM_BUFFER_MEMBER(float, SkyLightApplyPrecomputedBentNormalShadowingFlag) \ VIEW_UNIFORM_BUFFER_MEMBER(float, SkyLightAffectReflectionFlag) \ VIEW_UNIFORM_BUFFER_MEMBER(float, SkyLightAffectGlobalIlluminationFlag) \ VIEW_UNIFORM_BUFFER_MEMBER(FLinearColor, SkyLightColor) \ VIEW_UNIFORM_BUFFER_MEMBER_ARRAY(FVector4f, MobileSkyIrradianceEnvironmentMap, [7]) \ VIEW_UNIFORM_BUFFER_MEMBER(float, MobilePreviewMode) \ VIEW_UNIFORM_BUFFER_MEMBER(float, HMDEyePaddingOffset) \ VIEW_UNIFORM_BUFFER_MEMBER_EX(float, ReflectionCubemapMaxMip, EShaderPrecisionModifier::Half) \ VIEW_UNIFORM_BUFFER_MEMBER(float, ShowDecalsMask) \ VIEW_UNIFORM_BUFFER_MEMBER(uint32, DistanceFieldAOSpecularOcclusionMode) \ VIEW_UNIFORM_BUFFER_MEMBER(float, IndirectCapsuleSelfShadowingIntensity) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, ReflectionEnvironmentRoughnessMixingScaleBiasAndLargestWeight) \ VIEW_UNIFORM_BUFFER_MEMBER(int32, StereoPassIndex) \ VIEW_UNIFORM_BUFFER_MEMBER_ARRAY(FVector4f, GlobalVolumeCenterAndExtent, [GMaxGlobalDistanceFieldClipmaps]) \ VIEW_UNIFORM_BUFFER_MEMBER_ARRAY(FVector4f, GlobalVolumeWorldToUVAddAndMul, [GMaxGlobalDistanceFieldClipmaps]) \ VIEW_UNIFORM_BUFFER_MEMBER_ARRAY(FVector4f, GlobalDistanceFieldMipWorldToUVScale, [GMaxGlobalDistanceFieldClipmaps]) \ VIEW_UNIFORM_BUFFER_MEMBER_ARRAY(FVector4f, GlobalDistanceFieldMipWorldToUVBias, [GMaxGlobalDistanceFieldClipmaps]) \ VIEW_UNIFORM_BUFFER_MEMBER(float, GlobalDistanceFieldMipFactor) \ VIEW_UNIFORM_BUFFER_MEMBER(float, GlobalDistanceFieldMipTransition) \ VIEW_UNIFORM_BUFFER_MEMBER(int32, GlobalDistanceFieldClipmapSizeInPages) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, GlobalDistanceFieldInvPageAtlasSize) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, GlobalDistanceFieldInvCoverageAtlasSize) \ VIEW_UNIFORM_BUFFER_MEMBER(float, GlobalVolumeDimension) \ VIEW_UNIFORM_BUFFER_MEMBER(float, GlobalVolumeTexelSize) \ VIEW_UNIFORM_BUFFER_MEMBER(float, MaxGlobalDFAOConeDistance) \ VIEW_UNIFORM_BUFFER_MEMBER(uint32, NumGlobalSDFClipmaps) \ VIEW_UNIFORM_BUFFER_MEMBER(float, FullyCoveredExpandSurfaceScale) \ VIEW_UNIFORM_BUFFER_MEMBER(float, UncoveredExpandSurfaceScale) \ VIEW_UNIFORM_BUFFER_MEMBER(float, UncoveredMinStepScale) \ VIEW_UNIFORM_BUFFER_MEMBER(FIntPoint, CursorPosition) \ VIEW_UNIFORM_BUFFER_MEMBER(float, bCheckerboardSubsurfaceProfileRendering) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, VolumetricFogInvGridSize) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, VolumetricFogGridZParams) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector2f, VolumetricFogSVPosToVolumeUV) \ VIEW_UNIFORM_BUFFER_MEMBER(float, VolumetricFogMaxDistance) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, VolumetricLightmapWorldToUVScale) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, VolumetricLightmapWorldToUVAdd) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, VolumetricLightmapIndirectionTextureSize) \ VIEW_UNIFORM_BUFFER_MEMBER(float, VolumetricLightmapBrickSize) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, VolumetricLightmapBrickTexelSize) \ VIEW_UNIFORM_BUFFER_MEMBER(float, StereoIPD) \ VIEW_UNIFORM_BUFFER_MEMBER(float, IndirectLightingCacheShowFlag) \ VIEW_UNIFORM_BUFFER_MEMBER(float, EyeToPixelSpreadAngle) \ VIEW_UNIFORM_BUFFER_MEMBER_ARRAY(FVector4f, XRPassthroughCameraUVs, [2]) \ VIEW_UNIFORM_BUFFER_MEMBER(float, GlobalVirtualTextureMipBias) \ VIEW_UNIFORM_BUFFER_MEMBER(uint32, VirtualTextureFeedbackShift) \ VIEW_UNIFORM_BUFFER_MEMBER(uint32, VirtualTextureFeedbackMask) \ VIEW_UNIFORM_BUFFER_MEMBER(uint32, VirtualTextureFeedbackStride) \ VIEW_UNIFORM_BUFFER_MEMBER(uint32, VirtualTextureFeedbackJitterOffset) \ VIEW_UNIFORM_BUFFER_MEMBER(uint32, VirtualTextureFeedbackSampleOffset) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, RuntimeVirtualTextureMipLevel) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector2f, RuntimeVirtualTexturePackHeight) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, RuntimeVirtualTextureDebugParams) \ VIEW_UNIFORM_BUFFER_MEMBER(float, OverrideLandscapeLOD) \ VIEW_UNIFORM_BUFFER_MEMBER(int32, FarShadowStaticMeshLODBias) \ VIEW_UNIFORM_BUFFER_MEMBER(float, MinRoughness) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, HairRenderInfo) \ VIEW_UNIFORM_BUFFER_MEMBER(uint32, EnableSkyLight) \ VIEW_UNIFORM_BUFFER_MEMBER(uint32, HairRenderInfoBits) \ VIEW_UNIFORM_BUFFER_MEMBER(uint32, HairComponents) \ VIEW_UNIFORM_BUFFER_MEMBER(float, bSubsurfacePostprocessEnabled) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, SSProfilesTextureSizeAndInvSize) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, SSProfilesPreIntegratedTextureSizeAndInvSize) \ VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, PhysicsFieldClipmapCenter) \ VIEW_UNIFORM_BUFFER_MEMBER(float, PhysicsFieldClipmapDistance) \ VIEW_UNIFORM_BUFFER_MEMBER(int, PhysicsFieldClipmapResolution) \ VIEW_UNIFORM_BUFFER_MEMBER(int, PhysicsFieldClipmapExponent) \ VIEW_UNIFORM_BUFFER_MEMBER(int, PhysicsFieldClipmapCount) \ VIEW_UNIFORM_BUFFER_MEMBER(int, PhysicsFieldTargetCount) \ VIEW_UNIFORM_BUFFER_MEMBER_ARRAY(FIntVector4, PhysicsFieldTargets, [MAX_PHYSICS_FIELD_TARGETS]) \ VIEW_UNIFORM_BUFFER_MEMBER(uint32, InstanceSceneDataSOAStride) \ VIEW_UNIFORM_BUFFER_MEMBER(uint32, GPUSceneViewId) \ VIEW_UNIFORM_BUFFER_MEMBER(uint32, bIsFsrEnabled)