However when viewing head-on, I would like the particle to be “thin and stretched” (just like a viewing the side of a plane mesh) instead of rotating the texture.
(The desired behavior in Unity)
Is it possible to change the rotation behavior?
Do I have to customize the vertex shader to achieve the “thin stretched” effect?
Also @PatrickRyan please try in this pg: https://www.babylonjs-playground.com/#VXCU73#4 not the op one as it modifies the default particle shader and might not work for what you try. if you opened the other one first, please open in a new tab
@sebavan, this playground is what I would have done to have the billboard react the way @s207152 has described. I created a transform to use as the emitter source so I could utilize the emitter axis. I set the particles to emit up rather than right, and then set the particle rotation to match the orientation of the emitter. The isLocal property set to true says that particles should be updated in the emitter’s local space rather than world space, so a BILLBOARDMODE_Y should reflect the emitter’s local Y rather than the world Y. The billboardMode accessor seems to ignore the isLocal property, however. This feels like a bug to me. What do you think?
@sebavan if billboardMode is only global, then it feels like we need to add one more property for BILLBOARDMODE_STRETCHED to allow billboard only around the axis of the direction of particle emission. It seems with just BILLBOARDMODE_ALL, BILLBOARDMODE_STRETCHED, and BILLBOARDMODE_Y that we are leaving some scenarios on the shelf when using stretched particle cards. This really doesn’t show up as an issue if the particle cards are square.