Is it possible to get float t back given the resulting value and the four points? If so, how?
public static Vector3 GetPoint (Vector3 p0, Vector3 p1, Vector3 p2,
Solving the following cubic polynomial should reveal your original t:
(p3 - (3 * p2) + (3 * p1) - p0) * t^3 + ((3 * p2) - (6 * p1) + (3 * p0)) * t^2 + ((3 * p1) - (3 * p0)) * t + p0 = 0
I put it in standard form so you could easily get the roots from the coefficients.