Procedural Stochastic Sample Shader to prevent visible tiling?

Is there something like this in Shader Graph?

The one in Amplify Shaders looks awesome, I just wanted to see if SHader Graph have anyhting similar?

Unsure if it still works, but there is this one: https://github.com/UnityLabs/procedural-stochastic-texturing

yeah I saw that one, but its very old

I need to know if something like that is INCLUDED in the latest Shader Graph though…

No, I’m afraid not.