### 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)
int width = p_image->get_width();
	int height = p_image->get_height();
	Ref<Image> new_image = Image::create_empty(width, height, false, Image::FORMAT_RGBA8);
	for (int row = 0; row < height; row++) {
		for (int col = 0; col < width; col++) {
			Color pixel_color = p_image->get_pixel(col, row);
			Color ramp_color = p_gradient->get_color_at_offset(pixel_color.get_luminance());
			new_image->set_pixel(col, row, ramp_color);
		}
	}
	return new_image;
}
void NoiseTexture2D::_update_texture() {