# Decals and masking in the Water System ## Masks You can use a **Water Mask** to affect the influence the simulation has on specific areas of the water surface. Masks take into account the **Wrap Mode** of the texture on the importer. For **Ocean, Sea, or Lake** water surface types, choose **Clamp** rather the default, **Repeat**.
In this example, the Red channel attenuates the First and Second bands with a gradient. The noise on the Green channel attenuates ripples. See the Water Mask property description for more information.
## Decals You can use a [decal](decals.md) with a water surface in the form of a **Decal Layer Mask**. You might use this to imitate debris floating on the water, for example. **Global Opacity** determines the amount of influence the decal has on the appearance of the water surface. Certain [Decal Shader](decal-material-inspector-reference.md) Surface Options do not work with water surfaces: * **Affect Metal** * **Affect Ambient Occlusion** * **Affect Emission** * **Affect Base Color** only produces monochromatic output.