Use "Object" from "Texture coordinate" input node (without applying the arrays).

The object output is relative to "position coordinate in the object space" (see the documentation).

From that you can separate the coordinate in X, Y, Z and use these inputs as R G B channels.
In the exemple below, I used a multiply but you can choose the way you want (color ramp, ...).
After that, recompose all in a "combine RGB" node as color input for your shader.

As you can see, the result is very bright : this is because the values are above 1. The value input node is here to modulate theses values, in order to obtain the intensity you want.