How to combine noise seamlessly on different objects in Shader Graph?

I want to be able to use a single material on different objects (using shader graph) and obtain a seamless noise function as in the picture below.

I’ve obtained this result creating 2 materials and changing the z offset (y parameter of the noise function in shader graph) manually.

The position node seems the solution but I’ve not been able to integrate it, the noise function gets streched and it is no longer seamless between objects.
Can someone tell me what I’m doing wrong or point me in the right direction?

This is a similar question but it is not in shader graph (Perlin noise continuous through different objects - Questions & Answers - Unity Discussions)

Use world space UVs instead of mesh UVs.