Tiles seem to loop on themselves if I make them wobbly?

I have a lit shader that I managed to make using ShaderGraph and scavanging the outer expanses of the internet that makes my tiles wobbly (so that water/lava would not seem as static).


It works, but from my observations, the individual tiles (even though the Tilemap is set to Chunk mode) seem to loop on themselves (for example, a tile is distorted to the right, so it’s right most part cuts itself off of the edge, and comes from the left edge). Also, I have the feeling that they stretch themselves (or just behave strange, as if they were other tiles from the RuleTile) somehow, because when a tip of a tile gets ‘looped’, it sometimes seems as if a full square tile was ‘looped’, even if it was just a little drop of water/lava that spans across few pixels. (The first example is lava tiles in-game with and without the shader, second one is ground tiles for your own comfort to see what’s happening).


Such behaviour makes some unnecessary lines or dots out some more complex tiles that have some transparent/empty parts on them, and those loop lines for some unknown reason seem to be on the right and upper parts of the tiles, as if the offset of the sprites on tiles was like (-0.01f, -0.01f).
I’m using Unity 2022.3.11f1 and RuleTiles for the tiles, of course.
Is there some way to get rid of this strange behaviour? Thanks in advance! <3

Thanks for the help… In case somebody runs into the same issue, then - I fixed it by making the tile sprites a separate Texture 2D for every single tile instead of using one Texture 2D with Multiple as a spritesheet.
For whatever reason, UV manipulations like this one seem to be nearly impossible with a spritesheet.