Procedural Material Properties

https://docs.unity3d.com/Manual/class-ProceduralMaterial.html

I only found vague references on this but I’m trying to learn still here.
I’m testing a generic level generator
I want to access the properties more specifically the $random for the seed value.

public class Generator : MonoBehaviour
{

public GameObject terrain;
public int mapRight;
public int mapLeft;
public int xposR;
public int xposL;
public int lots;

void Start()
{
PlaceTerrain();
}

void PlaceTerrain()
{

for (int i = 0; i < mapRight; i++)
{
Instantiate(terrain, genpositionR(), Quaternion.identity);
xposR = xposR + 10;
}

for (int i = 0; i < mapLeft; i++)
{
Instantiate(terrain, genpositionL(), Quaternion.identity);
xposL = xposL - 10;
}

}

Vector3 genpositionR()
{
int xR, yR, zR;

xR = xposR;
yR = 0;
zR = 0;

return new Vector3(xR, yR, zR);
}

Vector3 genpositionL()
{
int xL, yL, zL;

xL = xposL;
yL = 0;
zL = 0;

return new Vector3(xL, yL, zL);
}

}

I know the code above isn’t really relevant but I’m just trying to get the bones of this editor going.
It would be really cool if I could access the property and change the seed each iteration in the for loop for assign a new seed to change the texture up for each instance.
Its not really needed in “realtime” since the level is only built once and saved. (not in this code obv)

Found a work-around
I noticed that when I created a random seed for manually placed “chunks” it updated all the separate chunks of with the same seed.
Guess Ill need to make “X” amount of prefabs with the same substance but with a different seed add pseudo randomness.
Anyone come across a solution let me know.