Create Billboard
Billboard allows simulating far objects like bushes or trees reducing the amount of geometry needed to render your scene.
Create a Billboard in Evergine Studio
You can create a billboard click button on 
 from Entity Hierarchy panel to deploy a create menu options and click on the option "Billboard"

A billboard entity will be added to your scene

In the billboard component of your billboard entity you will find the following properties:
| Property | Description | 
|---|---|
| Texture | The billboard texture. | 
| TintColor | Each pixel of the Billboard will be multiplied by such color during the drawing. By default, it is white. | 
| Origin | Gets or sets the Billboard Origin. The origin (also known as pivot) from where the entity scales, rotates and translates. Its values are included in [0, 1] where (0, 0) indicates the top left corner. Such values are percentages where 1 means the 100% of the rectangle's width/height. | 
| Rotation | The Billboard rotation. | 
| BillboardType | The billboard type. The available types are Point orientation or Axial orientation. | 
| FlipMode | Allows flipping the texture coords in Horizontal or Vertical. | 
Create a Billboard from code
The following code shows the list of components necessary to convert an entity into a billboard entity.
public class MyScene : Scene
{
    protected override void CreateScene()
    {                       
        var assetsService = Application.Current.Container.Resolve<AssetsService>();
        // Load default texture
        Texture treeTexture = assetsService.Load<Texture>(EvergineContent.Textures.BillboardTree_png);
        // Load default sampler
        SamplerState linearClampSampler = assetsService.Load<SamplerState>(EvergineContent.Samplers.LinearClampSampler);
        // Load a Render Layer description...
        RenderLayerDescription layer = assetsService.Load<RenderLayerDescription>(EvergineContent.RenderLayers.Alpha);
        var billboard = new Entity()
            .AddComponent(new Transform3D())
            .AddComponent(new Billboard()
            {
                Texture = treeTexture,
                Sampler = linearClampSampler,
                BillboardType = BillboardType.Axial_Orientation,
            })
            .AddComponent(new BillboardRenderer()
            {
                Layer = layer,
            });
        this.Managers.EntityManager.Add(billboard);
    }
}
The result:
