I'm at the point in my project where I have to implement some basic spherical billboards. I have dabbled with billboards in the past and I've never been able to get controllable results, always having things flip backwards or upside down or really just always the opposite of what I was trying to do.
I have been googling the problem and it seems like there have been many ways to do it over the years, and I'm wondering how it should be done these days with DX11. Most of the examples I have found use the geometry shader to generate a quad, but whenever I have used geometry shaders, I get massive framerate hits just by having a pass-through geometry shader in my pipline. It seems like it could also be done with the tessellation pipeline instead.
Can anyone point me toward some modern hlsl shader code that implements a basic spherical billboard? My grasp of the theory behind it is a bit shaky, so I'm hoping some actual working code will show me what I'm missing.
I would also like to implement a particle system in the future, but I need to get billboards down first.
