Color variation in particle system

I’ve setup a particle system (hair) that I use for grass configuration.
When I render my scene (example) the grass has a monotone color. It does not look realistic as normal patches of grass have variations like some parts are more brown than others.

How would I achieve this using blender/cycles.

theres a lot of answers to that in here:

Particle info node + color ramp node

You should be able to pick bits and pieces from this. assume the same technique would work on a material used for hair?