See forum post (and answers) here : https://forum.unity.com/threads/volumetric-clouds.1078811/page-14#post-8996482
In a situation where the user wants to teleport the player back to the world origin, to compensate for floating point precision in large world scenarios (flight sim), it is not possible to use only the "Shape Offset" parameter that affects only the lowest frequency noise of the clouds.
A sort of "Global Offset" affecting all the noises is necessary in that case.