But quite some of these shaders are a horrible idea to directly use. they are autoupgraded for the surface shader system and for the idevices you might want to use glsl and write optimized idevice shaders instead of relyong on the surface shader + cg → glsl conversion and the performance of the resulting shaders
I think there are a small handfull on the unify wiki and similar.
The official docs are cg focused, I think that state unhappily even holds for U3 iphone (for unity 1.x it was of no impact as it does not offer programmable pipeline support)