Actually two questions here:
Is it still the situation that ParticleSystem is WebGLRenderer-only?
Is it possible to control each particle’s velocity, gravity and texture rotation via ParticleSystem? (I know that’s feasible via THREE.Sprite in WebGLRenderer. And in CanvasRenderer, texture rotation seems not supported.) — If all the particles are using the same texture and only different in rotation around Z-axis.
Thank you!
OK, I finally solved this issue. Thanks @zz85 very much!
Pasting my vertex shader and fragment shader codes here if somebody else meets the same problem later: