### 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)
l2c fg, bg, out;
		fg.l = p_fg;
		bg.l = p_bg;
		uint16_t alpha;
		uint16_t inv_alpha;
		
		if (p_alpha == -1) {
			alpha = fg.c[3] + 1;
			inv_alpha = 256 - fg.c[3];
		} else {
			alpha = p_alpha + 1;
			inv_alpha = 256 - p_alpha;
		}
		out.c[0] = (uint8_t)((alpha * fg.c[0] + inv_alpha * bg.c[0]) >> 8);
		out.c[1] = (uint8_t)((alpha * fg.c[1] + inv_alpha * bg.c[1]) >> 8);
		out.c[2] = (uint8_t)((alpha * fg.c[2] + inv_alpha * bg.c[2]) >> 8);
		out.c[3] = 0xFF;
		return out.l;
	}
protected:
	static void _bind_methods();
public:
	
	virtual ~Noise() {}