When all the shader features are enabled you can produce a fairly expensive Material. The shader can be optimized by disabling the Wind Settings groups (or hierarchy levels of a tree) that
do not need to animate. For instance, you could simply enable Wind Setting 4 to animate the model's leaves on their own. Grouping wind reaction settings by hierarchy depth mean that the model's
elements should be grouped in the same fashion. All leaves should be "X" number of steps away from the root object. All branches that behave similarly should be grouped together as well.
For this reason, it is recommended to set up a "parent" or "master" Material Instance for assets like trees, where you can easily have multiple hierarchies.
The base Material is instanced to create your "master" Material Instance, which is used to define all of your wind settings all in one place. Then use additional Material Instances to define
the pixel shader components of your hierarchy, like the base color textures for trunk, branches, and leaves. This way, you can also disable and optimize any properties not needed
for that hierarchy depth.
As an example, the leaf Material Instance needs to simulate the trunk, both sets of branches, and the leaves themselves so that they properly move with the rest of the tree. The
trunk, on the other hand, only needs to simulate the trunk animation, which means that you can disable the other hierarchies for the leaves and branches because they are not needed.