Hello, via the RaycastHit type, you can get the normal of the face which was hit. You have to take this into account in the direction. The calculation depends on the direction of the local axis in which your splash is oriented.
You can try this:
Quaternion direction = Quaternion.LookRotation(hit.normal);
You need information about the direction in which to align your object to. I see you already have a hit variable, so assuming that is a RaycastHit object, you can create a Quaternion that looks at the surface normal of the hit to set the rotation of your splash object to.
if (AddForceOnHit && hit.collider.attachedRigidbody)
{
Quaternion splashrotation = Quaternion.LookRotation(hit.normal);
var splashvar = Instantiate(Splash, hit.point, splashrotation);
splashvar.SetActive(true);
Destroy(splashvar, SplashTime);
}