$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.
I'm fairly certain you can vertex paint the bottoms of the foliage and control the movement using vertex colors along with the wind node. I did this in an earlier project and was able to create a scene with grass that moved less and less as it went down until stationary. I created the grass and painted the vertexes black to red (bottom to top) in Maya.
Missed fun of 80’s action movies? Huntdown might solve your problem. In the future, crime is king. Mighty gangs rule the streets while the police desperately lose control. The authorities put their trust in hired guns to do their dirty work. A price is set on all the gang leader´s heads. It´s time for the Bounty Hunters.
This retro platformer is currently under development by team of only two geeks from Sweden, Tommy Gustafsson (Design) and Andreas Rehnberg (Programming), who are passionate about arcade games and retro games. They both grew up in the 80s, feeding Commodore-computers with cassette tapes and floppy disks while trying to do some magic.