That looks like the setup for triplanar in local space.
Another option is to use a cylindrical projection. Essentially, you map the cylinder around the center Z axis to the U coordinate, and map the extent of the Z axis to the V coordinate. You’ll typically also want wider than tall textures for this, as the diameter is typically longer than the vertical extent.
THAT being said, having spent several years of my career on the problem of “custom clothing for avatars,” my reasoned opinion is that you’ll need to make a “standard” decoration pattern, and then map it to each piece of clothing appropriately using a second texture coordinate.
You might also want to project appliques onto the mesh, as a separate step, as well.