Voronoi Noise Shader Issue to make Procedural Cracks

Hello everyone, I’m struggling with a shader issue!

I’m feeding a noise into a Voronoi algorithm from here (Voronoi-based Lava in Unity Shader Graph)
I have altered it to feed the noise (Line 11-12).
So here’s my altered code. (inline float2 randomVector(float2 UV, float offset){ float2x2 m = float2x - Pastebin.com)
The noise is affecting the edges correctly. Except for edges with angles at 45 degrees.
It also works without an angle offset but that just makes it a square grid.
I have tried different noises, both preset and custom.
Both from Unity and other sources all don’t affect the 45 degree angled lines. Does anyone have an idea on how to fix it?

Thanks!
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Seems like you’re somehow introducing periodicity. I suspect your noisemap is the culprit. Is the noisemap you add symmetric around 0? What are its minimum/maximum? Do the diagonal lines go away if you multiply the noisemap by 0.1, or 0,01?