Thanks for clearing this, Imran.
I guess the next few lines is what we expect from it, I mention it to make my point.
If you scale an object, the texture is normally scaled with it, so it doesn’t disappear. Only frontal and camera mapping are independent here.
In the moment you are setting up a texture with UVW, it will stick to the polygons, and certainly when they are scaled down. It would be otherwise a huge chaos if the scale would be animated and the textures would stay un-altered.
Again, I think this is clear and I mention it only to show the difference that you have set up inside of the material.
The Gradients (there are many) is set up to Object, and here with a 100cm size, and -100cm starting this will stick. Texture might be the better way but also here the Displacement is not scaled in its value, but also here, it doesn’t scale well.
I would bake the channels, and use images for anything that doesn’t scale well. Use the object under a null, and scale the null after baking.
Alternatively, all the values from the gradient can be controlled by Xpresso, perhaps with a bounding box (since it is a sphere) you could automate this. But it would be for each object one material! Lots of work, baking sounds easier.
Example
https://www.amazon.com/clouddrive/share/NwyAPdZzSMYvuOPtWnbhunpJ00VVKdmYoXjkCRPRYcq
All the best