# PED::_SET_TEXTURE_LAYER_MOD

- **Hash:** `0xF2EA041F1146D75B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetTextureLayerMod`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_TEXTURE_LAYER_MOD

## Signature

```c
void _SET_TEXTURE_LAYER_MOD(int textureId, int layerId, Hash modTextureHash, float modAlpha, int modChannel);
```

## Parameters

- `textureId` (`int`)
- `layerId` (`int`)
- `modTextureHash` (`Hash`)
- `modAlpha` (`float`)
- `modChannel` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetTextureLayerMod(textureId, layerId, modTextureHash, modAlpha, modChannel)

-- always available, by hash
Citizen.InvokeNative(0xF2EA041F1146D75B, textureId, layerId, modTextureHash, modAlpha, modChannel)
```

### JavaScript

```js
SetTextureLayerMod(textureId, layerId, modTextureHash, modAlpha, modChannel);

// by hash
Citizen.invokeNative('0xF2EA041F1146D75B', textureId, layerId, modTextureHash, modAlpha + 0.0000001, modChannel);
```

### C#

```csharp
Function.Call((Hash)0xF2EA041F1146D75B, textureId, layerId, modTextureHash, modAlpha, modChannel);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- 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.*
