TriPlanar Textures Not Working Properly

I recently implemented a Triplanar Shader to the terrain generator that I’m working on by following this tutorial: unity 2018.3 Triplanar Texture Shader Graph - YouTube

The material with the shader attached to it seems to be working fine (as seen by the capsule in the image) but whenever I apply the material to my terrain it just maps some greenish color to the top and a grayish color to the sides. While this is the effect I was looking for I was wanting the actual textures to be mapped so I can see them rather than just a color. I don’t know whether this is just because the texture is extremely stretched across a large part of the terrain or if the problem is elsewhere. Anyway, could somebody help me resolve this issue or at least point me to the source of the problem?

As a side note, I’m using 3D Perlin Noise with the Marching Cubes algorithm to generate the terrain if that helps at all.

Any help is appreciated so thank you very much in advance

At a glance, that doesn’t look like triplanar texturing at all - it just looks like regular UV mapped texturing (see the stretching at the top of the capsule). This would also explain why you would get a single colour instead of the actual texture input on your model (the UVs would default to [0,0] and just return the top-left pixel of the texture). Instead of using UVs to sample the texture, use world-space position, matching the primary axis to the texture (i.e. surface facing up on the y-axis use the .xz components of the world position, etc).