World View Projection in Shaders

I’m trying to port some HLSL shaders to Unity, but I’m stuck as the original shader access the matrix “g_matWVP” and Unity only has Model View Projection, is there a simple way I could access to it without changeing too much of the shader ?

You can transform from object to world coordinates by multiplying by the _Object2World matrix.

Example at Cg Programming/Unity/Shading in World Space - Wikibooks, open books for an open world