How to make a material that always faces the player *BUT* pivoting at Bottom/Center rather than Center/Center?

Hello creative minds. I’m creating a strategy game with 2d pawns on a stylized 3d environment with ortographic camera at 35º, where the player can turn the camera 45º each side to see past obstacles.

I’ve successfully created the base token material that always faces the camera, but one problem that I have is that the pawns pivot from the Center/Center of the 2d asset, where I would prefer they pivoted from Bottom/Center of the 2d asset.

Currently, the result looks like this:

And angled

As you can notice the Center/Center of the 2d asset is perfectly aligned with the center of the 3d poker chip base. Now how would I remake this material so that the Bottom/Center would be glued to the 3d base, while the rest pivots?

I’ve tried a few different solutions but so far nothing sticks. Here’s the current blueprint in case it helps:

Any guidance from the Swarm Intelligence would be appreciate!

Assuming you have a mesh with points.
Use Vertex Colors to define the part of the mesh that move, and filter them out in the material to make them not move.

You’ll find similar solutions for grass wind if you dont understand what this means.