To achieve this with a perspective camera you can set the sprite scale factor according to the ratio between distance of the sprite from camera and some "virtual distance".
In the example below, virtual_d is used to set a fixed virtual "distance" between the sprite and the camera before rendering
var scale = sprite.position.distanceTo(camera.position) / virtual_d;
scale = Math.min(you_max_scale_value, Math.max(you_min_scale_value, scale));
sprite.scale.set(scale, scale, scale);
However if you don't want any distortion, eg in the borders when the field of view is large, use an orthographic camera instead.
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