make ground blood rotate to match surface normal (see image)

How do I make my blood puddles rotate to match the normal of the surface they are colliding with?

The blood puddle is a particle effect produced when another particle hits the ground.

If I were using game objects instead of particles, I could do something like:

BloodPuddle.transform.rotation = Quaternion.FromToRotation(transform.up, hit.normal);

How do I do this for particle effects?

Unfortunately we don’t have anything built in to support this.

You would have to do all the maths yourself in script I think, to achieve this (including the collision detection, because even our collision script callback doesn’t support modifying the colliding particles)