Get Normal is what I would use too. I've used it to get more snow on one side of mountains before.
Get normal gives a colour output, positive and negative. So facing X is full red to negative full red. To simulate polar facing, you'd use the blue output for the z axis.
So use a blue to scalar to convert the output from a get normal to give you a scalar value from -1 to 1. To create a mask, use a clamp 01 to isolate the positive value. That should give you a mask on the northern slope of your terrain. Invert the get normal output if you want a southern facing mask.
To simluate latitude (would you actually see this in one scene?), I would use a get position to determine if your surface is above or below the equator. But as TG sets the origin 0,0,0 as the top of the planet, you'd need to define where your view is pointing, then offset the math. Which isn't really easy to explain without being a little bit more specific with the scene.