is it possible to make a custom gravity modifier to affect a particle system, ignoring the general scene's gravity?

Somebody know if its possible to make a custom gravity modifier to affect a particle system, ignoring the general scene’s gravity?
because the particle system’s gravity modifier works on the current gravity axis setted on the physics settings.

yes its possible this will need tweeking though

Documentation i found this at: Unity - Scripting API: ParticleSystem.GetParticles

    private ParticleSystem.Particle[] m_Particles;
    public ParticleSystem m_System;  
    public Transform target;
    private Vector3 targetDir;

    private void Start()
    {
        InitializeIfNeeded();
        m_Particles = new ParticleSystem.Particle[m_System.main.maxParticles];
    }

    private void FixedUpdate()
    {
        // GetParticles is allocation free because we reuse the m_Particles buffer between updates
        int numParticlesAlive = m_System.GetParticles(m_Particles);

        // Change only the particles that are alive
        for (int i = 0; i < numParticlesAlive; i++)
        {
            //obtain the inverse direction of each particle and apply velocity towards the object
            targetDir = m_Particles*.position - target.transform.position;*

m_Particles_.velocity += gravity * Time.fixedDeltaTime;_
}

// Apply the particle changes to the particle system
m_System.SetParticles(m_Particles, numParticlesAlive);
}

private void InitializeIfNeeded()
{
if (m_System == null)
m_System = GetComponent();

if (m_Particles == null || m_Particles.Length < m_System.main.maxParticles)
m_Particles = new ParticleSystem.Particle[m_System.main.maxParticles];
}

You could use the External Forces module and a directional wind zone component.