I tried using VertexNormalWS transformed to local space, which works for meshes with unaltered vertex normals. However, it fails when the mesh has altered vertex normals, as VertexNormalWS disregard the alteration.
All answerhub answers of this topic points to feeding a solid blue colour, which basically flatten the normal, and not the same as not having any nodes to Normal input in the graph.
What exactly are you trying to do?
By default, materials are set to use tangent space normals and so the normal input expects a normal in tangent space. 0,0,1 in tangent space is effectively the vertex normal. This is what is used when nothing is connected to it.
Here is a sphere with its normals modified into the shape of a cube:
Tangent space normal can be disabled in the material details panel, at which point it will be expecting a worldspace normal (such as VertexNormalWS)
If OP is dealing with skin rendering…
You need to expressly output tangent space from the normal map.
There’s a function for it. And you can add a tangent output.
Default Normal value is (0, 0, 1), since it has to be UP-vector.
More details: There is a video with an explanation about Normals. Author says the default color value of Normal is (0.5, 0.5, 1) and gives conversion of color to Normal which is (NormalVector = NormalColor * 2 - 1).
(0.5, 0.5, 1) * 2 = (1,1,2)
(1,1,2) - 1 = (0,0,1) = Normal value I used and it works.