Custom Triplanar shader, works on some wall but not others

I’ve been working on what I started calling an “autotiling shader” (because I came up with the idea independently for a slightly different use case). At first I had the textures working but the normals all messed up. I did some research and found ways to fix it, but it still only really works on some walls. “World”/mesh normals seem to work everywhere, but normal maps are only applied correctly to side facing in the Z direction / parallel to the XY plane. Sides facing in the X direction have no normal map at all, while sides facing in the Y direction (so all my floors) have normal map rotated 90 (or 270?) degrees. I’m not sure what’s wrong – I’ve gone beyond my own understanding at this point.

Shader "Custom/Autotile" {
    Properties{

        _Color("Color", Color) = (1,1,1,1)
        _MainTex("Base Color", 2D) = "white" {}
        _Normal("Normal Map", 2D) = "bump" {}
        _Glossiness("Smoothness", Range(0,1)) = 0.5
        _Metallic("Metallic", Range(0,1)) = 0.0
        _UVs("UV Scale", float) = 1.0

    }

        SubShader{
            Tags { "RenderType" = "Opaque" }
            LOD 300

            CGPROGRAM
            // Physically based Standard lighting model, and enable shadows on all light types
            #pragma surface surf Standard fullforwardshadows vertex:vertWorld

            // Use shader model 3.0 target, to get nicer looking lighting
            #pragma target 3.0

            #include "UnityCG.cginc"
            #include "AutoLight.cginc"
            #include "Lighting.cginc"
            #include "UnityPBSLighting.cginc"
            #include "UnityStandardBRDF.cginc"

            sampler2D _MainTex;
            sampler2D _Normal;
            float _Glossiness;
            float _Metallic;
            fixed4 _Color;
            float _UVs;


        struct Input {
            float3 worldPos;
            float3 worldNormal;
            float4 worldToTangent0;
            float4 worldToTangent1;
            float4 worldToTangent2;
            INTERNAL_DATA
        };



        // Vertex program is determined in pragma above
        void vertWorld(inout appdata_full v, out Input o)
        {
            UNITY_INITIALIZE_OUTPUT(Input, o);

            float3 worldNormal = UnityObjectToWorldNormal(v.normal);
            TANGENT_SPACE_ROTATION;

            float3x3 worldToTangent = mul(rotation, (float3x3)unity_WorldToObject);
            o.worldToTangent0 = float4(worldToTangent[0], worldNormal.x);
            o.worldToTangent1 = float4(worldToTangent[1], worldNormal.y);
            o.worldToTangent2 = float4(worldToTangent[2], worldNormal.z);
        }


        float3 rnmBlendUnpacked(float3 n1, float3 n2)
        {
            n1 += float3(0,  0, 1);
            n2 *= float3(-1, -1, 1);
            return n1 * dot(n1, n2) / n1.z - n2;
        }



        UNITY_INSTANCING_BUFFER_START(Props)
        UNITY_INSTANCING_BUFFER_END(Props)

        void surf(Input IN, inout SurfaceOutputStandard o)
        {
            // Preparation of needed variables
            float3 worldNormal = float3(IN.worldToTangent0.w, IN.worldToTangent1.w, IN.worldToTangent2.w);
            float alpha21 = abs(worldNormal.x);
            float alpha23 = abs(worldNormal.z);
            half3 absVertNormal = abs(worldNormal);
            half3 axisSign = sign(worldNormal);
            float3 Pos = IN.worldPos / (-1.0 * abs(_UVs));

            // Regular stuff
            // Note, the change in sign and component order is required
            // to keep all sides of a wall oriented the same way.
            float3 c1 = tex2D(_MainTex, -Pos.zy).rgb;
            float3 c2 = tex2D(_MainTex, Pos.xz).rgb;
            float3 c3 = tex2D(_MainTex, -Pos.xy).rgb;

            float3 c21 = lerp(c2, c1, alpha21).rgb;
            float3 c23 = lerp(c21, c3, alpha23).rgb;

            // Normals -- ugghhh!
            float3 n1 = UnpackNormal(tex2D(_Normal, -Pos.zy));
            float3 n2 = UnpackNormal(tex2D(_Normal, Pos.zx));
            float3 n3 = UnpackNormal(tex2D(_Normal, -Pos.xy));

            float3 n21 = lerp(n2, n1, alpha21).xyz;
            float3 n23 = lerp(n21, n3, alpha23).xyz;

            n1 = rnmBlendUnpacked(half3(worldNormal.zy, absVertNormal.x), n1);
            n2 = rnmBlendUnpacked(half3(worldNormal.xz, absVertNormal.y), n2);
            n3 = rnmBlendUnpacked(half3(worldNormal.xy, absVertNormal.z), n3);

            n1.z *= axisSign.x;
            n2.z *= axisSign.y;
            n3.z *= axisSign.z;
           
            float3 blend = pow(n23.xyz, 4);
            blend /= dot(blend, float3(1, 1, 1));

            half3 wNorm = normalize(
                n1.xyz * blend.x +
                n2.xyz * blend.y +
                n3.xyz * blend.z +
                worldNormal
            );

            // Output Results
            o.Albedo = c23;
            o.Normal = normalize(
                float3(
                    dot(wNorm, IN.worldToTangent0.xyz),
                    dot(wNorm, IN.worldToTangent1.xyz),
                    dot(wNorm, IN.worldToTangent2.xyz)
                )
            );
            o.Metallic = _Metallic;
            o.Smoothness = _Glossiness;
        }


            ENDCG
        }
            FallBack "Standard"
}

Here I’ve replace a brick materials albedo with snow to make the problem more visible.

Can anyone tell me what I’ve done wrong or how to fix it?