def METHOD_NAME(nw: NodeWrangler, top_pos, main_color, top_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})
    attribute = nw.new_node(Nodes.Attribute,
        attrs={'attribute_name': 'strawberry seed height'})
    colorramp_1 = nw.new_node(Nodes.ColorRamp,
        input_kwargs={'Fac': attribute.outputs["Color"]})
    colorramp_1.color_ramp.elements.new(0)
    colorramp_1.color_ramp.elements[0].position = 0.0
    colorramp_1.color_ramp.elements[0].color = main_color
    colorramp_1.color_ramp.elements[1].position = top_pos
    colorramp_1.color_ramp.elements[1].color = main_color
    colorramp_1.color_ramp.elements[2].position = 1.0
    colorramp_1.color_ramp.elements[2].color = top_color
    hue_saturation_value = nw.new_node('ShaderNodeHueSaturation',
        input_kwargs={'Hue': 0.55, 'Saturation': 1.5, 'Value': 0.2, 'Fac': 0.3, 'Color': colorramp_1.outputs["Color"]})
    mix = nw.new_node(Nodes.MixRGB,
        input_kwargs={'Fac': noise_texture.outputs["Fac"], 'Color1': colorramp_1.outputs["Color"], 'Color2': hue_saturation_value})
    translucent_bsdf = nw.new_node(Nodes.TranslucentBSDF,
        input_kwargs={'Color': mix})
    principled_bsdf = nw.new_node(Nodes.PrincipledBSDF,
        input_kwargs={'Base Color': mix, 'Specular': 1.0, 'Roughness': 0.15})
    mix_shader = nw.new_node(Nodes.MixShader,
        input_kwargs={'Fac': 0.8, 1: translucent_bsdf, 2: principled_bsdf})
    material_output = nw.new_node(Nodes.MaterialOutput,
        input_kwargs={'Surface': mix_shader})