gmcbay
Yes, what Joel said is correct, there is no standard set of parameters. The parameters you set just have to map to global variables defined within the Effects file and the types should match (so if you define a float4x4 in the shader, you should pass it a Matrix with Parameter[""].SetValue(), or if its a float in the shader, it should be a float in the C# code, etc. If you pass a wrong type, you'll get a runtime exception from GSE that will make it very obvious.
When you're rendering 3d data, you'll usually find some representation of the view, projection and/or world matricies being passed to the shader, either directly or pre-multiplied, but there is no standard name for them (it is whatever you define them as in the shader). It is a good idea to follow your *own* standards for parameter names -- like if you have 5 rendering effect files that all work on meshes, have each one that needs the world matrix call it 'world', so you can just set the parameter on any model's effect without worrying about having to know exactly which effect you're using in the C# code each time you set the parameter. You can also define multiple shaders in the same effects file as different techniques, which is a good idea if the shaders are logically related and use many of the same parameters.