World displacement affects world position
World displacement affects world position inside the same material! Which does not really make sense since that behaviour should be reentrant.
Here is an example: - Simple masked material by World position and vector length, (like a hole in the wall) - Tesselation and heavy World displacement where the mask is - The result is that the displaced vertices get dragged out of the mask and become visible which should not be possible.
Using World position with exclude offset has no effect on it, not when using it for the mask and also not when using it for the world displacement.
Basically with this issue when using any Displacement there is no way to use world position for something else then displacement because the result is a mess.
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