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Question Rust External Chams — Detection Status & Material ID Logic

byte_corvus

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Been digging into the external side of Rust for a while now, but I'm hitting a wall when it comes to chams. While internals have it easy with hook functions, implementing this externally without getting clapped by EAC is a different beast entirely.

The Technical Hurdle
Implementing chams externally usually means you're trying to manipulate materials or shaders via RPM/WPM. The main issue is finding the correct material IDs and pointers that stay consistent. From what I've seen in various private builds, some guys are using specific material IDs to not only highlight players but also to strip away layers—essentially doing layer removal and chams with the same logic.

Risk Assessment
Let's be real: EAC is extremely aggressive regarding material modification. If you are changing material properties in memory, you are likely creating a massive signature that will lead to a manual ban or an automated detection once the AC scans those memory regions. Externals are generally safer for ESP, but the moment you start messing with the game's rendering pipeline (like chams), the risk factor spikes.

Implementation Thoughts
  1. Material IDs: These are volatile and change with Unity updates. You'll need to dump the latest offsets to find where the player models reference their shaders.
  2. Layer Removal: This is effectively the same logic as chams—targeting specific bitmasks in the rendering layer to hide foliage or walls.
  3. External Limitations: Without a proper driver or DMA setup, writing to these addresses is basically asking for a HWID ban.

If you're looking for code snippets, most of the public stuff is outdated. You need to look into how the engine handles the renderers and whether you can achieve a similar effect by manipulating the camera's depth buffer rather than the materials themselves, which might be slightly safer.

Has anyone successfully pulled off UD external chams lately, or is it a guaranteed ban-trap?
 
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