# GRAPHICS::_ANIMPOSTFX_SET_POSTFX_COLOR

- **Hash:** `0x63011D0C7C6519E0`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AnimpostfxSetPostfxColor`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_ANIMPOSTFX_SET_POSTFX_COLOR

## Signature

```c
void _ANIMPOSTFX_SET_POSTFX_COLOR(const char* effectName, int p1, int red, int green, int blue, int alpha);
```

## Parameters

- `effectName` (`const char*`)
- `p1` (`int`)
- `red` (`int`)
- `green` (`int`)
- `blue` (`int`)
- `alpha` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
AnimpostfxSetPostfxColor(effectName, p1, red, green, blue, alpha)

-- always available, by hash
Citizen.InvokeNative(0x63011D0C7C6519E0, effectName, p1, red, green, blue, alpha)
```

### JavaScript

```js
AnimpostfxSetPostfxColor(effectName, p1, red, green, blue, alpha);

// by hash
Citizen.invokeNative('0x63011D0C7C6519E0', effectName, p1, red, green, blue, alpha);
```

### C#

```csharp
Function.Call((Hash)0x63011D0C7C6519E0, effectName, p1, red, green, blue, alpha);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*
