The screenshot on the right shows a windmap rendered over a terrain. This was made by taking the prevailing wind direction and calculating the cross-product with the normal of the terrain to simulate wind rising and falling over gradients. The wind is scaled on the leeward (often sheltered side of the slope) whereas the windward side will provide a strong updraft.
Unity’s Texture2D is a great place to load and save this data as it allows easy access, fast load and save, and can be easily visualised. In addition the Texture2D can be manipulated with image processing such as a convolution filter. A gaussian blur with 5 x 5 kernel smooths the wind providing a more realistic airflow over terrain.