Alternatively you can use an Object Info node's Random or Object Index values to create variations. Here's a contrived example where the Object Index is used to control the W value of a 4d Noise texture while a random value is added to its scale to change the scale slightly.
W is often used as a "seed" in Noise textures. The downside is that 4d noise is computationally expensive, but you can use the Random value to randomize any parameter.
This has a slight advantage in animation: Using Position means that textures will "swim" as you move objects. On the other hand, if you want the swimming effect, then Position is exactly what you want.
