These pages: Builtin state and Builtin values list the available variables that have their values filled automatically.
So:
worldI probably means “inverse of the world matrix”. That would be world-to-local matrix “_World2Object”.
worldIT - there’s no predefined variable for that. There is inverse transpose of world*view matrix, “glstate.matrix.invtrans.modelview[0]”.
viewInv seems like that would be inverse of the view matrix. So that would be camera-to-world matrix. There’s no built-in property for that, you’ll have to manually set it from some script.
I didn’t actually need to use viewI because the shader was trying to get the camera eye into object space and there was already a variable for that. “_ObjectSpaceCameraPos”