Issue with chunk generation using Perlin noise

I have an issue/bug with chunks generating the Perlin noise strangely. I have put the code below as well as a screenshot of what the outcome is in play mode. I was wondering if anyone has come across similar issues as I cannot work out what is wrong and why the chunks are not seamlessly connecting.

I appreciate the time that anyone spends looking at this.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Noise : MonoBehaviour
{
    Color[] colorMap;
    Texture2D texture;

    public Transform[] chunks;
    public int dimension;
    public float scale;

    private void Start()
    {
        foreach (var chunk in chunks)
        {
            Renderer rend = chunk.GetComponent<Renderer>();
            texture = new Texture2D(dimension, dimension);
            texture.wrapMode = TextureWrapMode.Clamp;
            texture.filterMode = FilterMode.Point;
            colorMap = new Color[dimension * dimension];
            rend.material.mainTexture = texture;
            SetPixels(new Vector2(chunk.position.x, chunk.position.z));
        }
    }

    public void SetPixels(Vector2 offset)
    {
        for (int x = 0; x < dimension; x++)
        {
            for (int y = 0; y < dimension; y++)
            {
                float xCoord = (x + offset.x) / scale;
                float yCoord = (y + offset.y) / scale;
                float sample = Mathf.PerlinNoise(xCoord, yCoord);
                colorMap[y * dimension + x] = new Color(sample, sample, sample);
            }
        }

        texture.SetPixels(colorMap);
        texture.Apply();
    }
}