def METHOD_NAME(nw: NodeWrangler, color1, color2, random_seed):
    # Code generated using version 2.4.3 of the node_transpiler
    texture_coordinate = nw.new_node(Nodes.TextureCoord)
    value = nw.new_node(Nodes.Value)
    value.outputs[0].default_value = random_seed
    add = nw.new_node(Nodes.VectorMath,
        input_kwargs={0: texture_coordinate.outputs["Object"], 1: value})
    separate_xyz = nw.new_node(Nodes.SeparateXYZ,
        input_kwargs={'Vector': add.outputs["Vector"]})
    multiply = nw.new_node(Nodes.Math,
        input_kwargs={0: separate_xyz.outputs["Z"], 1: 0.2},
        attrs={'operation': 'MULTIPLY'})
    combine_xyz = nw.new_node(Nodes.CombineXYZ,
        input_kwargs={'X': separate_xyz.outputs["X"], 'Y': separate_xyz.outputs["Y"], 'Z': multiply})
    musgrave_texture_2 = nw.new_node(Nodes.MusgraveTexture,
        input_kwargs={'Vector': combine_xyz, 'Scale': 10.0, 'Detail': 10.0, 'Dimension': 0.3, 'Lacunarity': 3.0})
    musgrave_texture = nw.new_node(Nodes.MusgraveTexture,
        input_kwargs={'Vector': add.outputs["Vector"], 'Scale': 0.6, 'Lacunarity': 1.0})
    rgb = nw.new_node(Nodes.RGB)
    rgb.outputs[0].default_value = color1 # 
    rgb_1 = nw.new_node(Nodes.RGB)
    rgb_1.outputs[0].default_value = color2 # 
    mix = nw.new_node(Nodes.MixRGB,
        input_kwargs={'Fac': musgrave_texture, 'Color1': rgb, 'Color2': rgb_1})
    hue_saturation_value = nw.new_node('ShaderNodeHueSaturation',
        input_kwargs={'Hue': 0.55, 'Color': mix})
    mix_3 = nw.new_node(Nodes.MixRGB,
        input_kwargs={'Fac': musgrave_texture_2, 'Color1': mix, 'Color2': hue_saturation_value})
    principled_bsdf = nw.new_node(Nodes.PrincipledBSDF,
        input_kwargs={'Base Color': mix_3})
    material_output = nw.new_node(Nodes.MaterialOutput,
        input_kwargs={'Surface': principled_bsdf})