Found some HLSL code I'd love to use in a material. What's the best way to implement it? (Custom node seems too restrictive)

Progress!

After stumbling around with the basics, I have verified that one of the solutions may work (but will require a MASSIVE amount of transposition)

//Woefully short of the 2300 lines I need to transpose

struct Functions
{
  //define the contents of a noise state struct
  struct fnl_state
  {
    float seed;
    //need to pass in all of the other struct variables
  };

  //create a struct containing all of the noise values
  fnl_state createState(float i)
  {
    fnl_state newState;
    newState.seed = i;
    //need to pass in all of the other struct variables
    return newState;
  }

  //placeholder noise functio
  float3 fnlGetNoise3D(fnl_state state)
  {
    return float3(0, state.seed, 0); //if Seed_In is 1, this will return green.
  }

};

Functions f;

return f.fnlGetNoise3D(f.createState(Seed_In));