Dynamic Mesh Subset Selection For Particle Effects?

Use Case: Weapon hits model, damage is shown as a particle effect, e.g. black smoking damage.

Problem: The damage can be located at the impact points normal but depending on the shape of the model might not follow the mesh.

Possible Solution: Sample the objects mesh around point of impact and pass as a submesh to the particle system as the emission shape.

Would this be easy to write or would it be useful enough to add to Unity’s particle system as a mesh sampling module?

Or is there a way to apply a particle effect as a decal on a mesh?

this sample has example to shoot a ball mesh, which then uses sub-emitter on the hit pos for effects…

or are you looking for something different?

I’ll have to dig into this as the fire effect on the cube looks like the kind of thing I’m after.

Imagine a splat decal or sphere cast over a complex surface as the base shape for your fire/smoke particle emitter.

What about drawing a heat/damage effect over a model as a texture/shader?