# GRAPHICS::_SET_MASK_OVERLAY

- **Hash:** `0x21F00E08CBB5F37B`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetMaskOverlay`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_SET_MASK_OVERLAY

## Signature

```c
void _SET_MASK_OVERLAY(const char* maskName);
```

## Parameters

- `maskName` (`const char*`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Applies a 2D fullscreen mask/overlay component to the screen.
Used in cutscenes or scripts when the player/ped looks through binoculars, scopes, or cameras.
Example component: COMPONENT_BINOCULARS_SCOPE01.
Clear with _RESET_MASK_OVERLAY.

*Source: VORPCORE RDR3natives*

Params: COMPONENT_BINOCULARS_SCOPE01

## Usage

### Lua

```lua
SetMaskOverlay(maskName)

-- always available, by hash
Citizen.InvokeNative(0x21F00E08CBB5F37B, maskName)
```

### JavaScript

```js
SetMaskOverlay(maskName);

// by hash
Citizen.invokeNative('0x21F00E08CBB5F37B', maskName);
```

### C#

```csharp
Function.Call((Hash)0x21F00E08CBB5F37B, maskName);
```

- 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::_RESET_MASK_OVERLAY](https://natives.borderlinerp.com/natives/GRAPHICS/_RESET_MASK_OVERLAY.md) — Clears/removes the 2D fullscreen mask overlay currently applied with _SET_MASK_OVERLAY.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*
