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Glad to hear that! The end user has to decide if he wants to use parallax or just stick with bumped specular. Since the textures are all made from baked highpoly models the heightmap comes basically for free, thus the user can use it if he wants to.

By the way, i spent already far over 50 hours in shaderforge and i still love it ;)
Great tool!
do you think it can be solved? its no tragedy if not but it would be great if it would work as we are working on a scifi environment/texture pack and every texture set is going to use parallax, for consitency it would be good if the alpha clipped ones could be the same. 
Pink... i tried to connect other things in the uvs like a panner and it worked but with the parallax node it went pink. Usually the parallax works just fine(well, apart from the usual distortion at glancing angles) but not with alpha clipping.
You could use a texture to compose UVs, for example you have an additional UV set in your 3d App and bake 2 gradients from the additional UVset to a texture, plug the 2 channels into the UVs of that texture into your UV Input of the Texture that you like to use the composed UVs. Its a strange hack and far from perfect but it works. I use it sometimes for various purposes. 
wow! awesome! thanks for the tips!
yeah, i am working on a cloud shader where i layer noise textures and need to clamp them dynamically, preferably not just with a hard clamp. I was trying to make a soft clamp with the existing nodes but my math skills are not good enough i guess.
had problems to get to the issue again as i had it before, its still there but on the recreated shader i have to use higher panning speed to get it to look as worse as before. Maybe restarting unity helped but i am not sure...

the shader was using wordspace uvs like this one:

 
i think it draws the same pixel for every pixel that gets panned within a frame, therefor it gets worse when the pan speed is bigger. the image above also indicates that, as it looks like rows are taken and copied over in the panning direction...
I was hoping to see this sooner, as i also run into the problem that wires criscrossing my tree several times and it causes total mayhem on otherwise organized trees. Anyway, good to know that it will be implemented at some point.