$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.
The Mapbox Unity SDK has finally been launched. One easy to use package brings global real world map layers, search, and directions to location-based games and AR/VR applications. Generate open worlds for location-based games or simulate real world action tapping into layers of buildings, streets, places, water bodies, elevation, and aerial imagery. You can also use traffic based directions to guide players, or use geocoding to search for places and display location names in your game.
Build open world location-based games, with real world place data.
Build navigation meshes with real world terrain data like Mt Fuji in this example.
Combine elevation layers and satellite to explore our beautiful planet.
Generate Minecraft-inspired worlds from real world terrain and land use data.
Combine carefully crafted Mapbox Studio styles like this hand drawn design with 3D building data.
Use traffic layer for color coding and vehicle traffic generation.
Use generative textures on buildings to quickly build Sim City like experiences with real world map data.