Swizzling cube face to other faces in the cube

This is a shader which take the front face of a cube and swizzles it to the other faces of the cube, or at least is supposed to. But no matter which directions I input for _WidthDir and _HeightDir it just shows the front face of the cube.

Anyone have any ideas?

Shader "Custom/PlanetShader" {
Properties {
_Position ("Position", Vector) = (0,0,0,0)
_WidthDir ("WidthDir", Vector) = (1,0,0,0)
_HeightDir ("HeightDir", Vector) = (0,1,0,0)
_Width ("Width", Float) = 1
}
SubShader {
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
 
uniform float4 _Position;
uniform float4 _WidthDir;
uniform float4 _HeightDir;
uniform float _Width;
 
struct v2f{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
 
v2f vert(appdata_base v){
v2f o;
v.vertex = float4((_Position.xyz + ( (_WidthDir.xyz * v.vertex.x + _HeightDir.xyz * v.vertex.y) * _Width)).xyz, 1);
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
return o;
}
 
half4 frag(v2f i) : COLOR{
return half4(.1,.1,1,.9);
}
 
ENDCG
}
}
}

The problem with mr.renderer.material.SetVector(“HeightDir”, _tree.heightDir); is that your Shaderlab property is called _HeightDir, not HeightDir.