Infinite Sky Shader Graph Help

I’m having a hard time understanding how this shader should be implemented with Shader Graph. Specifically, I’m not sure how to implement UnityObjectToClipPos. I’ve tried just about every combination of nodes that I think should work, but I haven’t had any luck… Can anyone please help me?

o.vertex.z = 1.0e-9f;```

Here is the source of the shader from Aras' blog.
https://aras-p.info/blog/2019/02/01/Infinite-sky-shader-for-Unity/

Matrices in shader graph are a mess, i spend 20h trying to replicate this shader, but same approach just doesnt work. Some calculations in matrices must be different! Depth just doesn’t work like in shaderlab code.
So i did basic trigonometry approach and succeed, but since shader graph works on vertex and not a pixel, there is a lot of texture warping in lowpoly meshes. Image has Cull back and zwrite on.