Simple, just use the resulting position (aka the same thing going into opacity) as the world position input going into a “World Aligned Texture” material function.
I am uncertain if you will be able to independently calculate the world normal right now (due to how its using light vector and opacity input to iterate). You’ll have to compute the normals to blend the projections manually but that should be easy. Sample the position at offset X,Y and Z then normalize to get a normal. This is called gradient sampling. I will give this a shot to see if it works.
You will have to duplicate the nodes and add the offsets to lightvector. Try values such as 0.001 for the offset amount.
The “world position” will be local though so expect to have to set your tiling factor a bit differently.