The main feature of Fluid Flow is the dynamic fluid simulation.
However, you can also use it just for real-time 3D texture painting, which also supports skinned mesh renderers.
Try the WebGL demo!
Check out the documentation.
As fluid is painted and simulated in UV space, your meshes require a UV unwrap with non-overlapping UV islands, so there is a 1:1 correlation between the object's surface and the texture.
You can also configure Fluid Flow to use the lightmap UV set, which can be generated by unity automatically.
The texture painting and fluid simulation are handled fully on the GPU for optimal performance.
Fluid Flow is not a 100% physically accurate fluid simulation, but it provides good-looking fluid for your games at a very low performance cost!
Any further questions or suggestions?
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