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Vertex Position in World Space for Waves

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Hello,

I'am want to create a seamless waves for my water shader, but all tutorials take the object space as input and so its not seamless if i use more than one plane.

Here is a Example:

Why does the Voronoi Noise only look like stripes?
The Output goes directly into the vertex position of the URP lit shader.

With this setup i got a seamless effect but the waves only goes up and down, no offset movement is applying,...

Vertex Position in World Space for Waves

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