Merge remote-tracking branch 'origin/master'

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2026-04-15 23:15:25 +08:00
59 changed files with 97424 additions and 334 deletions

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@@ -16,6 +16,7 @@ rating: ⭐
- https://github.com/Tencent/puerts/issues
- https://github.com/Tencent/puerts/discussions
# QuickStart
- Puerts AI初始化Skill: https://github.com/noobGuaTai/ue5-puerts-init-skill
## Setup
1. 安装Nodejs v22.17.1。
2. 通过安装全局typeScrpit模块。
@@ -35,7 +36,7 @@ npm install -g typescript
"dependencies": {
"@types/mocha": "^10.0.10"
}
```
```
5. 打开工程,在引擎中点击 ue.d.ts 。 该功能用于生成项目、引擎符号信息生成之后就能找到相关符号了。如果想在ts文件中调用新增的蓝图&C++方法也需要点击ue.d.ts才能找到对应符号。可以阅读该文了解详细信息 https://puerts.github.io/docs/puerts/unreal/script_call_uclass
![[Puerts_UE_D_TS.png]]
6.`ProjectSettings - Packaging - Additional Not-Asset Directories to Package`中添加`Content/javaScript`

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@@ -0,0 +1,187 @@
---
title: 未命名
date: 2026-03-25 21:43:14
excerpt:
tags:
rating: ⭐
---
![](https://pic4.zhimg.com/v2-c88b1dc29371ae1cfb4a788f6cd5fee3_1440w.jpg)
## 前言
之前写过一些截帧的文章主要是通过模拟器来绕过加密系统但是现在想想有可能两个游戏在移动端和PC端上用的Shader不一样现在想用[RenderDoc](https://zhida.zhihu.com/search?content_id=271977473&content_type=Article&match_order=1&q=RenderDoc&zhida_source=entity)来截取PC环境下两个游戏的Shader
![](https://pic2.zhimg.com/v2-4a50acd406d90146397cda94ce7eac1f_1440w.jpg)
## 《鸣潮》是如何检测到RenderDoc的
如果你是直接下载的打包好的RenderDoc那么无论你是否从RenderDoc启动游戏还是是否有任何注入都会显示启用了黑客工具
![](https://pic1.zhimg.com/v2-3e8c32ba0d80dcf93e3e067553f032e8_1440w.jpg)
此外,《鸣潮》采用了[CrashSight](https://zhida.zhihu.com/search?content_id=271977473&content_type=Article&match_order=1&q=CrashSight&zhida_source=entity) 检测所以在做的时候不但要修改RenderDoc的特征码还需要修改注入方式
## 前期准备
RenderDoc的工具集是[VS2015](https://zhida.zhihu.com/search?content_id=271977473&content_type=Article&match_order=1&q=VS2015&zhida_source=entity)的[v140](https://zhida.zhihu.com/search?content_id=271977473&content_type=Article&match_order=1&q=v140&zhida_source=entity)版本我用的是VS2022所以需要额外下载v140组件或者是可以到源码里面手动更新平台工具集
[https://github.com/baldurk/renderdoc/tree/v1.xgithub.com/baldurk/renderdoc/tree/v1.x](https://link.zhihu.com/?target=https%3A//github.com/baldurk/renderdoc/tree/v1.x)
## 一修改RenderDoc的特征来绕过第一步检测
### 核心 DLL — [Replay Marker](https://zhida.zhihu.com/search?content_id=271977473&content_type=Article&match_order=1&q=Replay+Marker&zhida_source=entity) 符号
|文件路径|行号|修改类型|修改前|修改后|
|---|---|---|---|---|
|renderdoc/api/replay/renderdoc_replay.h|52|函数名修改|renderdoc__replay__marker()|rendertest__replay__marker()|
> _说明这是最核心的修改。`REPLAY_PROGRAM_MARKER()`_ _宏定义所有 RenderDoc 可执行文件导出的符号DLL 通过动态查找该符号判断当前是 replay 环境还是目标游戏进程。若 DLL 期望_ _`rendertest__replay__marker`_ _但 EXE 导出的是_ _`renderdoc__replay__marker`DLL 将误判为游戏进程并注入 GPU 钩子,导致 UI 崩溃。_
### 进程创建与注入 — 可执行文件路径硬编码
|文件路径|行号|修改类型|修改前|修改后|
|---|---|---|---|---|
|renderdoc/os/win32/win32_process.cpp|933|字符串替换|L"\\Win32\\Development\\renderdoccmd.exe"|L"\\Win32\\Development\\rendertestcmd.exe"|
|renderdoc/os/win32/win32_process.cpp|946|字符串替换|L"\\Win32\\Release\\renderdoccmd.exe"|L"\\Win32\\Release\\rendertestcmd.exe"|
|renderdoc/os/win32/win32_process.cpp|961|字符串替换|L"\\x86\\renderdoccmd.exe"|L"\\x86\\rendertestcmd.exe"|
|renderdoc/os/win32/win32_process.cpp|973|字符串替换|L"\\x64\\Development\\renderdoccmd.exe"|L"\\x64\\Development\\rendertestcmd.exe"|
|renderdoc/os/win32/win32_process.cpp|986|字符串替换|L"\\x64\\Release\\renderdoccmd.exe"|L"\\x64\\Release\\rendertestcmd.exe"|
|renderdoc/os/win32/win32_process.cpp|1006|字符串替换|L"\\renderdoccmd.exe"|L"\\rendertestcmd.exe"|
## [Shim DLL](https://zhida.zhihu.com/search?content_id=271977473&content_type=Article&match_order=1&q=Shim+DLL&zhida_source=entity) 路径硬编码
### Shim DLL 路径硬编码
|文件路径|行号|修改类型|修改前|修改后|
|---|---|---|---|---|
|renderdoc/os/win32/win32_process.cpp|1783|字符串拼接|"\\renderdocshim64.dll"|"\\rendertestshim64.dll"|
|renderdoc/os/win32/win32_process.cpp|1792|字符串拼接|"\\Win32\\Development\\renderdocshim32.dll"|"\\Win32\\Development\\rendertestshim32.dll"|
|renderdoc/os/win32/win32_process.cpp|1803|字符串拼接|"\\Win32\\Release\\renderdocshim32.dll"|"\\Win32\\Release\\rendertestshim32.dll"|
|renderdoc/os/win32/win32_process.cpp|1811|字符串拼接|"\\x86\\renderdocshim32.dll"|"\\x86\\rendertestshim32.dll"|
|renderdoc/os/win32/win32_process.cpp|1818|字符串拼接|"\\renderdocshim32.dll"|
### [进程白名单](https://zhida.zhihu.com/search?content_id=271977473&content_type=Article&match_order=1&q=%E8%BF%9B%E7%A8%8B%E7%99%BD%E5%90%8D%E5%8D%95&zhida_source=entity) — 避免注入到 RenderTest 自身
|文件路径|行号|修改类型|修改前|修改后|
|---|---|---|---|---|
|renderdoc/os/win32/sys_win32_hooks.cpp|342|字符串替换|"renderdoccmd.exe" \| app.contains("qrenderdoc.exe")|"rendertestcmd.exe" \| app.contains("qrendertest.exe")|
|renderdoc/os/win32/sys_win32_hooks.cpp|351|字符串替换|"renderdoccmd.exe" \| cmd.contains("qrenderdoc.exe")|"rendertestcmd.exe" \| cmd.contains("qrendertest.exe")|
### 崩溃处理 — 命名内核对象
|文件路径|行号|修改类型|修改前|修改后|
|---|---|---|---|---|
|renderdoccmd/renderdoccmd_win32.cpp|603|字符串替换|"RENDERDOC_CRASHHANDLE"|"RENDERTEST_CRASHHANDLE"|
|renderdoccmd/renderdoccmd_win32.cpp|818|字符串替换|GetModuleHandleA("renderdoc.dll")|GetModuleHandleA("rendertest.dll")|
|core/crash_handler.h|62|字符串拼接|"RenderDoc\\dumps\\a"|"RenderTest\\dumps\\a"|
|core/crash_handler.h|168|字符串拼接|"RenderDocBreakpadServer%llu"|"RenderTestBreakpadServer%llu"|
### 表格 6文件路径与注册表
|文件路径|行号|修改类型|修改前|修改后|
|---|---|---|---|---|
|renderdoc/os/win32/win32_stringio.cpp|289|字符串拼接|"/qrenderdoc.exe"|"/qrendertest.exe"|
|renderdoc/os/win32/win32_stringio.cpp|300|字符串拼接|"/../qrenderdoc.exe"|"/../qrendertest.exe"|
|renderdoc/os/win32/win32_stringio.cpp|316|注册表路径|L"RenderDoc.RDCCapture.1\\DefaultIcon"|L"RenderTest.RDCCapture.1\\DefaultIcon"|
|renderdoc/os/win32/win32_stringio.cpp|358|日志路径|L"RenderDoc\\%ls_..."|L"RenderTest\\%ls_..."|
|renderdoc/os/win32/win32_stringio.cpp|367|日志路径|L"RenderDoc\\%ls_..."|L"RenderTest\\%ls_..."|
### OpenGL 窗口类名
|文件路径|行号|修改类型|修改前|修改后|
|---|---|---|---|---|
|driver/gl/wgl_platform.cpp|28|宏定义|L"renderdocGLclass"|L"rendertestGLclass"|
### [全局 Hook 共享内存名称](https://zhida.zhihu.com/search?content_id=271977473&content_type=Article&match_order=1&q=%E5%85%A8%E5%B1%80+Hook+%E5%85%B1%E4%BA%AB%E5%86%85%E5%AD%98%E5%90%8D%E7%A7%B0&zhida_source=entity)
|文件路径|行号|修改类型|修改前|修改后|
|---|---|---|---|---|
|renderdocshim/renderdocshim.h|36|宏定义|"RenderDocGlobalHookData64"|"RenderTestGlobalHookData64"|
|renderdocshim/renderdocshim.h|39|宏定义|"RenderDocGlobalHookData32"|"RenderTestGlobalHookData32"|
### 资源文件
|文件路径|行号|修改类型|修改前|修改后|
|---|---|---|---|---|
|data/renderdoc.rc|87|资源字符串|"Core DLL for RenderDoc"|"Core DLL for RenderTest"|
|data/renderdoc.rc|92|资源字符串|"ProductName", "RenderDoc"|"ProductName", "RenderTest"|
### Qt UI 层
|文件路径|行号|修改类型|修改前|修改后|
|---|---|---|---|---|
|qrenderdoc/renderdocui_stub.cpp|62|字符串拼接|L"qrenderdoc.exe"|L"qrendertest.exe"|
|qrenderdoc/Code/qrenderdoc.cpp|173|Qt 翻译上下文|"qrenderdoc"|"qrendertest"|
|qrenderdoc/Code/qrenderdoc.cpp|198|日志输出|"QRenderDoc initialising."|"QRenderTest initialising."|
|qrenderdoc/Code/qrenderdoc.cpp|267|会话名|"QRenderDoc"|"QRenderTest"|
|qrenderdoc/Code/qrenderdoc.cpp|330|描述文本|"Qt UI for RenderDoc"|"Qt UI for RenderTest"|
|qrenderdoc/Code/qrenderdoc.cpp|393|版本输出|"QRenderDoc v%s"|"QRenderTest v%s"|
|qrenderdoc/Windows/MainWindow.cpp|1217|窗口标题|"RenderDoc "|"RenderTest "|
### VS 项目文件(编译输出名 + UAC 提权)
|文件路径|属性|修改类型|修改前|修改后|
|---|---|---|---|---|
|qrenderdoc/renderdocui_stub.vcxproj|RootNamespace|修改|renderdocui_stub|rendertestui_stub|
|qrenderdoc/renderdocui_stub.vcxproj|ProjectName|修改|renderdocui_stub|rendertestui_stub|
|qrenderdoc/renderdocui_stub.vcxproj|PrimaryOutput|新增|(无)|rendertestui|
|qrenderdoc/renderdocui_stub.vcxproj|TargetName|新增|(无)|rendertestui|
|qrenderdoc/renderdocui_stub.vcxproj|UACExecutionLevel|新增|(无)|RequireAdmini|
## CrashSight检测
这里可以在Hook的时候采用SetThreadContext注入
修改文件:renderdoc/os/win32/win32_process.cpp
```text
uintptr_t loc = FindRemoteDLL(pi.dwProcessId, STRINGIZE(RDOC_BASE_NAME) ".dll");
CloseHandle(hProcess);
hProcess = NULL;
if(loc != 0)
```
编辑于 2026-03-25 11:37・重庆