# Sandbox.WaterOverlay

Projects a colour/alpha texture onto the water surface at this object's position.
Leaves, dirt, scum and foam can use rough coverage; oil can use low roughness and translucent tint.

- Kind: class
- Namespace: `Sandbox`
- Assembly: `Sandbox.Engine`
- Inherits: [Sandbox.Component](/api/Sandbox.Component)
- Modifiers: sealed

## Constructors

- [`WaterOverlay`](/api/Sandbox.WaterOverlay/.ctor)

## Properties

- [`Body`](/api/Sandbox.WaterOverlay/Body): Automatically resolved water surface at the object's position. Uses the nearest active surface footprint. Finite surfaces take precedence at equal distances.
- [`NormalDistortion`](/api/Sandbox.WaterOverlay/NormalDistortion): Maximum texture displacement in inches from the animated water normals. Zero disables texture distortion; lighting still uses the animated water normals.
- [`Roughness`](/api/Sandbox.WaterOverlay/Roughness): Surface roughness under the texture's alpha. Use low values for oil and higher values for foam or debris.
- [`Size`](/api/Sandbox.WaterOverlay/Size): Footprint along the object's projected X and Y axes, in inches, multiplied by its XY scale.
- [`SortLayer`](/api/Sandbox.WaterOverlay/SortLayer): Higher layers blend over lower ones. Equal layers use a stable component identity order.
- [`Texture`](/api/Sandbox.WaterOverlay/Texture): Colour and coverage alpha. Defaults to the existing standalone foam wake.
- [`Tint`](/api/Sandbox.WaterOverlay/Tint): Colour tint and opacity. Lower alpha leaves some water transmission visible.
- [`Transmission`](/api/Sandbox.WaterOverlay/Transmission): Transmission through covered pixels. Zero suits opaque debris and foam; higher values allow clear oil films to change roughness without hiding the water below.
