Hello. Well, I don’t have a good answer as why you can’t find numerous references regarding particle Decals.
I would suggest that you take a look, at this tutorial:
While this is on HDRP, the same techniques apply to URP.
You can take a look at this video that talks a bit about Particle Decal output in a URP project:
Or this Topic that deals with decals, on an animated skinned Mesh.
Regarding performances, if I’m not mistaken, it should be the same as using a regular decal projector. Now, as you’re using particles, it’s easy to spawn plenty of decals which can impact performances. Now, this will also be dependent on the Decal rendering techniques used by your URP renderer (Screen Space or D-Buffer).
Now, to properly orient your Decals, you’ll need at least the normal from the Surface.
You can use the advanced orient block and set it manually if you know on whihc surface your particles decals will project onto.
If not, you can try to retrieve the Surface normal using the Depth Buffer. This is shown in the VFX Graph decals tutorial with the Goo ball (6m29s).
Now, if you’re working with Unity 6, another solution is to use the new collision attributes. By using a Collision Depth Buffer block, you can set the Collsiion attributes to “Write Always”.
This allows you to get the
Collision Event Normal and use it to orient your particles.
You can also set your Collision behavior to “None” if you would rather not collide but just want to retrieve the CollisionNormals.
I hope this helps. Wish you a beautiful day.