# GRAPHICS::_RESET_MASK_OVERLAY

- **Hash:** `0x5AC6E0FA028369DE`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `ResetMaskOverlay`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_REMOVE_MASK_OVERLAY`
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_RESET_MASK_OVERLAY

## Signature

```c
void _RESET_MASK_OVERLAY();
```

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Clears/removes the 2D fullscreen mask overlay currently applied with _SET_MASK_OVERLAY.
Used during cleanup when the player puts away binoculars, exits a camera view, or when a screen fade/cutscene ends.

*Source: VORPCORE RDR3natives*

Removes the mask overlay that was set with SET_MASK_OVERLAY

## Usage

### Lua

```lua
ResetMaskOverlay()

-- always available, by hash
Citizen.InvokeNative(0x5AC6E0FA028369DE)
```

### JavaScript

```js
ResetMaskOverlay();

// by hash
Citizen.invokeNative('0x5AC6E0FA028369DE');
```

### C#

```csharp
Function.Call((Hash)0x5AC6E0FA028369DE);
```

- 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.

## See also

- [GRAPHICS::_SET_MASK_OVERLAY](https://natives.borderlinerp.com/natives/GRAPHICS/_SET_MASK_OVERLAY.md) — Applies a 2D fullscreen mask/overlay component to the screen.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*
