Shadergraph Position Node Stretching

I am working on a smoothness overlay shader to simulate smudges and am having issues with the position node not applying to the sides of an object. It seems to only apply the procedural texture to the front and rear, as seen here, then the sides and top/bottom are stretched out. In one image I wired up the output of the procedural texture to the base map so it is more clearly visible.

I feel like I am missing something obvious, this is my first time using Shadergraph. Any help would be appreciated!

This is where the issue starts:

Screenshot 2023-10-13 233215

You are casting float3 to float2 which results in Planar Projection basically.

To fix this either create and use a valid manually-created UV mapping (cheap for GPU but some work for prop artist) or use Triplanar Projection instead (workload for GPU but no manual UV mapping).