Rendering bumped normals on a model

I am trying to render 3d model to display world space normals bumped by normal map. I am having trouble to correctly apply bump map to have all ‘edges’ point proper directions. I marked some points on render of my current result to explain what I mean:

  1. Correct, pointing Y, green

  2. Correct, pointing X, red

  3. Wrong, pointing -Z, I would expect blue edge to be on the other side of rectangle

  4. Correct, pointing X, red

  5. Wrong, pointing -Y, I would expect green edge to be on the other side of rectangle

  6. Correct, pointing Z, blue

I am using a default unity cube as a model. I tried to use transformations I found here:

and here
https://gamedev.stackexchange.com/questions/11474/rotating-a-vector-by-another-vector-in-shader

My shader:

Shader "Custom/ShowNormals2"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 100

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float4 tangent : TANGENT;
                float4 normal : NORMAL;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
                float4 tangent : TANGENT;
                float4 normal : NORMAL;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.normal = float4(UnityObjectToWorldNormal(v.normal),0);
                o.tangent = float4(UnityObjectToWorldNormal(v.tangent),0);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
     
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                float3 normalT = UnpackNormal(tex2D(_MainTex, i.uv));

                // Build orthonormal basis.
                float3 N = normalize(i.normal);
                float3 T = normalize(i.tangent - dot(i.tangent, N) * N);
                float3 B = cross(N, T);

                float3x3 TBN = float3x3(T, B, N);

                // Transform from tangent space to world space.
                float3 bumpedNormalW = mul(normalT, TBN);
                return float4(bumpedNormalW, 1);
            }
            ENDCG
        }
    }
}

I managed to make it work by changing my shader a little:

float3 normalT = UnpackNormal(tex2D(_MainTex, i.uv));
normalT.y = -normalT.y;

But this solution looks like dirty unstable hack… I would still hope for a proper solution.