Below are some examples.
Download Matcap ShaderFX graph
Download Animated Fire ShaderFX graph
Anisotropic and latlong reflections:
Download Anisotropic ShaderFX graph
ShaderFX is very customizable.
Most nodes are what I call "Group Nodes". Similar to e.g. compound nodes in XSI. For example you can go inside the Surface shader itself and poke around:
Blurring reflection maps based on procedural checker pattern:
Download Blurry Reflections ShaderFX graph
Blending normal maps with various options to blend:
Download Blending Normal Maps ShaderFX graph
Animated Surface Mask (Opacity Mask):
Download Surface Mask ShaderFX graph
An example of DirectX 11 tessellation and displacement:
Download Tessellation and Displacement ShaderFX graph
Mixing with vertex colors:
Download Vertex Colors ShaderFX graph
Wrinkle Map (sorry don't have a great face model/rig laying around):
The attribute on the locator drives the value in the shader.
In ShaderFX "Values nodes" (such as floats, colors, textures) have an option called "Input from Maya". When you enable this option, the value is exposed as a regular Maya Attribute in the dependency graph and can be connected to your rig:
Download Wrinkle Map ShaderFX graph
Translucency (Thickness map controls the density, in this case, a vein map):
Download Translucency ShaderFX graph