How to get the default mesh normals when working with world space normals?

I’m working on a material where the Normal channel accepts world space normals (ie. the Tangent Space Normal boolean is set to False in the Material Attributes).

My question is this…

What does the Normal channel use as a default value when the Material is set to World Space Normal?

I ask because I want to blend the mesh’s original normals with a new set of world space normals.

I was able to get something that looks right by using a Vector3, setting it to (0, 0, 1), multiplying it by TwoSidedSign and converting that from Tangent to World Space using the Transform node. I would like to know if there is a more efficient way to do this: 1) Using nodes and 2) HLSL using the Custom expression node.

I have a hunch that perhaps it can be done quite simply in HLSL but I’m having a hard time finding documentation on it.

Thanks!
David