[Material Help] Trying to do a world space or rotation for color on a material

So long story short: I’ve seen alot of prototypes that use some form of texture that is a simple checker pattern and the colors seem to be based on the orientation or ray traced to world orientation. I have no problem creating the checker pattern (either procedurally or by importing a normal) but I can’t seem to figure out how they are getting the orientation so that the colors are based on the orientation.

IE: Color 1 faces the +Y (up), Color 2 is anything on the X axis, and Color 3 faces the -Y (down) axis

Could anyone point me in the right direction?

Any help is appreciated,

Take the Vertex Normal and break it up using Component Mask. Then use lerp to go from the previous lerp to the corresponding axis color