$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.
Unity Technologies released a sneak peek at “Book of the Dead”. This little teaser shows how developers can take total control of the rendering process to achieve a level of detail and visual fidelity, which you can rarely achieve in a real-time engine. Veselin Efremov is working on this project, so we really hope it’s going to be truly amazing. More information on how “Book of the Dead” came to life can be found on the website.
By the way, the majority of the scans used in this video were produced by Quixel. Megascans assets really shine with the right artistic approach. You can learn more about this aprtnership here.
Here are some of the new features which you get with Unity 2018, and which help to build this amazing project:
• Scriptable Render Pipeline: Unleash the Power of Modern Hardware Without the Burden of Building a New Engine – Unity 2018 places total control of a powerful new rendering process in the hands of advanced developers. The Scriptable Render Pipeline is a combination of power and ease – developers now have the freedom to control the rendering engine at a fine-grained level without the complexities of writing a complete rendering pipeline – leading to an increase in graphics quality and gameplay performance in AAA console, PC, and mobile.
• C# Job System – A New Coding System That Unlocks Major Performance Increases – The C# Job System is a new high-performance multithreaded system that makes it possible to take advantage of multi-core processors without the heavy programming headache. Combined with a new programming model (Entity Component System), it enables developers to optimize creations for major increases in performance. Developers can add more effects and complexity to their games, or use that horsepower to add complex AI, to make rich worlds that immerse gamers.
To make the engine more visually stunning, Unity has hired engineers and artists from renowned studios such as Insomniac, Bungie, and Naughty Dog. These engineers are building the foundation alongside a team of more than 1,000 people that are making their breakthroughs available to all developers around the world. It’s a really interesting time for Unity and we’ll be happy to figure out how’s it going to work out.