A while ago I needed to create effect of fluid washing away surface material. I came up with this solution that uses FLIP to simulate liquid being pushed away by a mesh force. Then UV info from particles is transferred to mesh plane and baked out as UV texture sequence that later can be used in any other 3D app to distort texture mapping. It kinda works, but there are some issues and it does not allow fading/mixing values and looks a bit wonky.