This is actually really easy to do.
I’d been looking in to this myself for some time.
Ran across I dont know how many obscure forum posts talking about finding an objects rotation from its z-axis and other things, then using that to manually make a CustomRotator node work around the object pivot function so it was aligned, then applying those rotation points to the three projected world-space UV coordinates, and… It was a mess.
Turns out if you go in to the WorldAlignedTexture node and just do this to the WorldPosition and VertexNormalWS nodes, it does exactly what you’re after:
So a really easy Locally-World-Aligned texture node network would look like this: