After looking through the Decal Framework and a few other scripts, I'm looking for someone to develop the following in Unity3d:
1) Have a complex object/mesh with a texture that is sitting on the floor.
2) Shoot the object and have the "hit area" cover with blood and drip down and spread slowly (adjustable). If an edge is shot, multiple objects/edges will be hit by the blood splatter. Corners need to be accommodated, and if the blood gets to the bottom of the object, it needs to drip onto the floor.
3) Expose a different texture in only those areas that had blood on them after having the blood fade away (with perhaps different levels of transparency).