(Resolved) Bent Normals bug in shader graph?

Hey, I cannot figure out how to use bent normal maps in shader graph (Using HDRP 10.7 and latest 2020.3 LTS). No matter what I try, I end up with seams and lighting in general looking incorrect.

The following images show the issue, first the lighting produced by Lit Shader, which seems correct:

Here is same with a Shader Graph based shader, using same texture for bent normal:

There are clearly visible seams, and some of the lighting seems to be off.

This is the config for bent normal texture in Shader Graph:

I guess it’s a bug in shader graph? Or do I need to do something else to use a bent normal map?

Update: by try and error, I found that this seems to be related to wrong tangent information in the Vertex stage, so probably not a bug, but wrong usage of shader graph.