$16 for a *very* non-performant material? If this was intended for use in high-detail scenes, not meant for gameplay, one would generally just use a flipbook animation, or looping HD video texture (both of which are higher quality and available for free all over). I love options, but c'mon, that's pretty steep. $5, maybe. And you can loop in materials, using custom HLSL nodes. Also, there are better ways of doing this, all around. Somewhere on the forums, Ryan Brucks (of Epic fame) himself touched on this. I've personally been working on a cool water material (not "material blueprint", thankyouverymuch) and utility functions, and am close to the quality achieved here, sitting at ~180 instructions with everything "turned on". The kicker? It's pure procedural. No textures are needed. So this is cool, no doubt about that. In my humble opinion though, it's not "good". It doesn't run fast, and it's more complicated than it needs to be.
Lee is right - you can use a gradient effect when you vertex paint in your chosen 3d modelling platform (I've done it in max), meaning the wind effect shifts from nothing to maximum along the length of the leaf/branch/whatever.
In its recent blogpost Vea Games announced a new little material for Unreal Engine 4, which allows you to automatically build rich and detailed natural landscapes. It’s going to be available in Unreal Marketplace pretty soon.
You can paint these and additional landscape layers by hand, or apply masks from World Machine. You don’t need to edit complex shader systems – just link the textures and start making your awesome levels!
The package includes production-quality assets: realistic grass, translucent water with distortion and caustics, 7 tree types, 6 types of bushes, 5 types of flowers, 3 different stones and a blowball effect. A sample scene to get started is also included in the bundle.
The instructions on how to use this package are available on the official website.