### 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)
if (p_seamless == seamless) {
		return;
	}
	seamless = p_seamless;
	_queue_update();
	notify_property_list_changed();
}
bool NoiseTexture2D::get_seamless() {
	return seamless;
}
void NoiseTexture2D::set_seamless_blend_skirt(real_t p_blend_skirt) {
	ERR_FAIL_COND(p_blend_skirt < 0 || p_blend_skirt > 1);
	if (p_blend_skirt == seamless_blend_skirt) {
		return;
	}
	seamless_blend_skirt = p_blend_skirt;
	_queue_update();
}
real_t NoiseTexture2D::get_seamless_blend_skirt() {
	return seamless_blend_skirt;
}
void NoiseTexture2D::set_as_normal_map(bool p_as_normal_map) {
	if (p_as_normal_map == as_normal_map) {
		return;
	}
	as_normal_map = p_as_normal_map;
	_queue_update();
	notify_property_list_changed();
}
bool NoiseTexture2D::is_normal_map() {