scruff Disregard my previous remark. The absolute thing is not the problem.
In order for triplanar to work as expected, your normal vector must be in world space or in object space. Unity's normal input lets you select normal's space. We can see it's set to object.
However, in Godot, the normal input in the fragment shader is always in camera space. So you need to manually transform it to world space by multiplying this vector with inv_view_matrix input.