To prop up a sprite in 3d it will require a 2x2 mesh distort and some math.
You’d start with an unrotated sprite with a 2x2 mesh distort.
Steps to do it for each corner is:
1. Get corner position
2. Subtract object center
3. Rotate 90 on xz plane
4. Rotate on the xy plane towards the direction you want to face
5. Set the mesh point. But you have to divide x by sprite.width and y by sprite.height.
The math for xy rotation of a point is:
Rotx = x*cos(a)-y*sin(a)
Roty = x*sin(a)+y*cos(a)
Xy rotation is similar. Just replace y with z in the above formulas.
In the end all those steps can reduce down to a relatively compact formula.
But if following a math recipe isn’t your thing, you’ll have to wait till I have time to bake an example at a later date.