thanks,
RaycastHit.textureCoord wouldn’t work because it needs a mesh collider and for characters, people typically use capsule colliders for efficiency i guess, and anyhow, i don’t think mesh colliders will deform with the animation
but maybe i could add a temporary mesh collider just to find the uv coord?
i’ll experiment with it, but i think you are right, ‘putting the blood splat directly on the material is your only option if you want it to look decent’
even if its not exactly the right spot, i can probably get it close just from the capsule collider hit
so how to paint directly onto the characters texture?
some discussion here
but no clear answer
UPDATE
i just tried added a blood splat png with transparent background into the detail mask and detail albedo slots on the standard shader and it does work
the trick is how to create potentially hundreds of blood splats in different locations if i go for a pre canned approach, or create an on the fly texture and no idea how to do that
