Absolute world position changes with camera position

I’m putting together a custom terrain shader sampling heights from a StructuredBuffer using absolute world position. . And I can visibly see the height changes as the camera moves around. The SB is just updated once that data isn’t changing.

The normal flow is instanced indirect but I’m now testing with just a single scene based mesh and same issue.

SG flow for this is pretty simple. Split object position, sample height, feed object x/z and height into a vector3 which connects to vertex position.

This is SG 9.0.0 preview-55

Ok so turns out this only happens when one of the camera coords is negative. Very obvious switch when it goes negative absolute value changing every frame. Played around with flooring inputs to the height lookups and that didn’t have any significant impact. Which means position values are moving over whole number boundaries.