Deformation of assets done by a shader

Hello everyone, I’m currently planning few things for my new project and I wanted to create a shader that would use a tileable texture to sligthly deform the mesh. An example: I will have a plank that i would love to duplicate around but i dont want them to all look the same, one thing will be to use world space texture but I would love to go step further and have some deformation on it as well. I’m still pretty green and any pointers would be amazing!

Hey there @Kasiol1! Welcome to the community! Is the deformation itself important to have real depth (ie the vertices are moved) like World Position Offset? Or would simple Normal (fake depth with light) maps be enough?