I stumbled upon a very weird bug that when I create a Lit Shader in Unity 6000.0.62f1 Built-in RP using Shader Graph it always sticks to (0,0,0) in world space. This happens only on the main shading pass since the outline renders at the expected position in the scene. I also tested in a scene with fog etc so you will see that this is only on the main shading pass.
On the other hand when I just convert the shader to Unlit, it works just fine, no problems.
I made a simple shader showcasing the issue.
https://polyart.gyazo.com/52f2ad0bc0b03b88f197f824f1d3c5bd
https://polyart.gyazo.com/23eb0212b56e565a0dfc5b1b389bb5b2
I also have a screenshot of an impostor shader using the custom function shown in the second video, that shows that when I apply the world pivot offset it renders at the correct position in the main shading pass but I get these weird issues...
Appreciate any help!