Material Function - World Aligned Texture/Normal With offset & Rotation

Hi @Luos !

First of all, thank you very much for these super useful functions!

Secondly, I came here to ask you if you are still supporting it; I have noticed that, when a mesh is partially rotated, the normals will break (for example, applying a triplanar normal to a cube, and rotating the cube 45º on Z. Side faces will be like ‘half illumited and half dark’).

Thank you very much and best regards!