### Godot version

v4.0.beta.custom_build [2afa17519]

### System information

Windows 10, Forward+, NVIDIA GeForce GTX 1050 Ti (31.0.15.1694)

### Issue description

Attempting to tile multiple noise textures with the same settings will create visible seams between them.

Image of 4 noise textures creating seams between them
![noise_seam](https://user-images.githubusercontent.com/10490534/215283424-5dcd06ca-32be-4bf1-827d-654e3f640e8e.png)

It seems to be due to the values being normalized, as can be seen here:
https://github.com/godotengine/godot/blob/218bef90af2091afde3b1be816c87286c194a2a8/modules/noise/noise.cpp#L87

It would be nice if this could be an option instead of hard coded into the noise texture.

### Steps to reproduce

- Create two Sprite2D
- Give them a noise texture
- Make sure both the texture and the noise object of the two sprites are unique
- Reposition the sprites so their edges connect
- Set the noise offsets to the sprite's position
- Observe the textures seemingly tile well with the exception of a visible seam

### Minimal reproduction project

This test project uses a \@tool script for the `noise` scene to duplicate the texture and noise object on `_ready`.
Reopen the `main` scene to refresh textures.
[noise_seam.zip](https://github.com/godotengine/godot/files/10527941/noise_seam.zip)
bool use_thread = true;
	if (first_time) {
		use_thread = false;
		first_time = false;
	}
	if (use_thread) {
		if (!noise_thread.is_started()) {
			noise_thread.start(_thread_function, this);
			regen_queued = false;
		} else {
			regen_queued = true;
		}
	} else {
		Ref<Image> new_image = _generate_texture();
		_set_texture_image(new_image);
	}
	update_queued = false;
}
void NoiseTexture2D::set_noise(Ref<Noise> p_noise) {