def METHOD_NAME(nw: NodeWrangler, basic_color):
    # Code generated using version 2.4.3 of the node_transpiler
    texture_coordinate = nw.new_node(Nodes.TextureCoord)
    noise_texture = nw.new_node(Nodes.NoiseTexture,
        input_kwargs={'Vector': texture_coordinate.outputs["Object"], 'Scale': 0.5, 'Detail': 10.0, 'Roughness': 0.7})
    separate_rgb = nw.new_node(Nodes.SeparateColor,
        input_kwargs={'Color': noise_texture.outputs["Color"]})
    map_range_1 = nw.new_node(Nodes.MapRange,
        input_kwargs={'Value': separate_rgb.outputs["Green"], 1: 0.4, 2: 0.7, 3: 0.48, 4: 0.55},
        attrs={'interpolation_type': 'SMOOTHSTEP'})
    map_range_2 = nw.new_node(Nodes.MapRange,
        input_kwargs={'Value': separate_rgb.outputs["Blue"], 1: 0.4, 2: 0.7, 3: 0.4},
        attrs={'interpolation_type': 'SMOOTHSTEP'})
    hue_saturation_value = nw.new_node('ShaderNodeHueSaturation',
        input_kwargs={'Hue': map_range_1.outputs["Result"], 'Value': map_range_2.outputs["Result"], 'Color': basic_color})
    principled_bsdf = nw.new_node(Nodes.PrincipledBSDF,
        input_kwargs={'Base Color': hue_saturation_value})
    material_output = nw.new_node(Nodes.MaterialOutput,
        input_kwargs={'Surface': principled_bsdf})