I mocked up a shader how I wanted it with the node editor in Blender. Now I'm trying to write it in HLSL. In Blender there is a node group called "Texture Coordinate". If I use the "uv" node from the group it behaves like a normal unlit frag shader but if I use the "object" node to give coordinates to the texture, it ignores the uv data and just maps the texture like an image overlayed onto the object. 

This is actually the effect I want. However, I can't find a way to replicate this in HLSL. As far as I can see I can use TEXCOORD0 and POSITION as texture coordinates to produce uv mapping and world mapping respectively for a texture onto an object. Maybe what I want is object mapping? 

please advise

Thanks!

And if it matters I'm using a generated texture