the experiment went okay except that now there is a seam, so I have to find an equivalent of world.transformpoint for the shader? is that possible, would I have to change the noise equations themselves? ok i see this, Cg Programming/Unity/Shading in World Space - Wikibooks, open books for an open world
so I have coded this line float3 worldPos = mul (_Object2World, i.uv).xyz;
it working … sorry shaders are very scary and difficult