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Hi guys,  Actually it does.  If I subtract the position and use the transform from world to local it does what I want.  I also need to transform the normals though for the triplanar shader to work.  As Jason says though it is really wasteful in terms of processing but it will do fine for the time being.  Personally I never really think of tools like Shader Forge as a way to make a efficient shaders more as a way to do quick prototyping and experiments.  But it would be nice to have more raw data passed through from the vertex shader so I could write more efficient code in the tool.
This would be useful for me too.  I also tried using the transform node to transform from world back to local and it didn't work as expected.  I'm using a triplanar shader to texture objects which move about the scene and the texture pans when they move about even if I try to use the transform node to undo the world transform.