I'm currently using the Volumetric Clouds feature with the HDRP in Unity. My game world has gotten a little too big, so I'm trying to implement a "floating origin"-type system to fix floating-point glitches. The thing is, I'm using local clouds, which the player can actually move around. So when I shift all the game objects, I need to also be able to shift the clouds.
Is there any way to translate/move/teleport the clouds exactly as they are to a different location?
Things I've tried
The position property of the transform doesn't seem to do anything (in either a local or global volume).
The closest easy option I can find is the "shape offset" property (disabled in image):

When I enable the "Shape Offset" override, I can sort of move the clouds around but they shift and change. I'm moving the "large noise" pattern around, but there is other noise at play that changes their shape, an that noise is not being offset.
I tried using the wind parameters to move the clouds, thinking that I could maybe set it fast enough to move the clouds a large distance in a single frame, but no matter how I tweaked the settings, the clouds still seem to change as they move. (In the clip below, the camera is moving with the clouds in the wind): 
"Cloud Map Offset" seemed promising, but it too doesn't seem to work quite right. It seems to move the "areas" where clouds are or aren't, but it doesn't move the clouds themselves. So if there's an area where there currently isn't a cloud, and you use this to "offset" an existing cloud spot, instead of actually moving the existing cloud, a new, slightly different cloud appears in the offset position.
Anyone have any ideas on how to move the entire noise system to move all the clouds exactly as they are? Maybe some advanced setting I have figured out yet?