Quick answer: Use Gradient Noise over Simple Noise. Stack at multiple frequencies for FBM. Add domain warp for organic look.

Material noise produces visible square bands. Simple Noise alias. Gradient Noise is higher quality.

The Fix

Shader Graph:
  UV * 4 → Gradient Noise → (output1, scale 1)
  UV * 8 → Gradient Noise → (output2, scale 0.5)
  UV * 16 → Gradient Noise → (output3, scale 0.25)
  Sum → FBM noise

  // Domain warp
  Add (FBM * 0.1) to UV before final sample

Multi-octave summing breaks lattice; domain warp adds organic disturbance.

Verifying

Bands gone; smooth organic noise. Texture-based noise via 3D RGBA texture is similar quality, possibly cheaper.

“Gradient. Stack. Warp. Smooth.”

Related Issues

For SubGraph property, see SubGraph. For custom mesh stream, see mesh stream.

Gradient over Simple. Stack.