$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.
A new Unity report states that thinking video ads are unpopular among mobile game players would be a mistake. According to the analysis, rewarded video ads are on their way to becoming the new monetization norm. Take a look at some of the report’s highlights.
The study, which you can download here, summarizes and assesses a November 2015 survey based on the input of over 2,000 mobile game developers and players. The survey reveals that rewarded video ads have enormous potential as a way to monetize games. And that’s without negatively affecting either IAP or the lifetime value of players, mind you. Here are a few highlights.
Rewarded Video Ads Bring Home the Most Bacon
When it comes to monetization, it seems as though rewarded video ads are currently the hottest revenue generator — at least according to the developers who participated in the study. Over half said that rewarded video ads are providing them with the highest revenue per user compared to any other type of in-game advertising.
What’s more, the players surveyed said that they actually prefer rewarded video ads to other types of payment. Almost two-thirds stated that they always or sometimes choose to engage with a video ad for an in-game reward, given the chance.
Our secret to success is focusing on creating a monetization method that has positive reinforcement. We give our players a choice when they want to watch rewarded video ads, stirring engagement.
Even more amazing is that we’re seeing an average of 22 rewarded video ads watched per install. And this engagement is sending our revenue through the roof – driving $0.15 average revenue per player per day in the US market.
An overwhelming 71% of players surveyed cite watching in-game video ads – 54% of the total choosing rewarded video specifically – as their prefered way to ‘pay’ for a mobile game.
46% of players today prefer viewing rewarded video content over any other ad offering. Banner ads, by contrast, are prefered by just 20% – so one-in-five – of mobile users.
According to the study, rewarded ads can improve retention. In fact, less than 1-in-10 developers saw any drop in retention at all after introducing rewarded video ads.
Make sure to download and read your free copy right away to get more important results.