Hi, everyone I was hoping if someone could help me to convert a shader I had been using in Unity. It is a worldspace shader so when you move the node its texture stays in place. Also, if two nodes both have this shader and texture they combine together seamlessy, like this:

Here is the existing code that is used in this image:
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/Worldspace"
{
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;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
// Gets the xy position of the vertex in worldspace.
float2 worldXY = mul(unity_ObjectToWorld, v.vertex).xy;
// Use the worldspace coords instead of the mesh's UVs.
o.uv = TRANSFORM_TEX(worldXY, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}
Any help would be greatly appreciated!