import RayTracingData; [shader("miss")] void miss(inout RayPayload p) { p.shading.position = WorldRayDirection() * 1000.0f; p.shading.normal = -WorldRayDirection(); p.shading.normalLight = -WorldRayDirection(); p.material.color = float4(0, 0, 0, 0); p.material.emissive = float3(pRayTracingParams.skyBox.Sample(pRayTracingParams.skyBoxSampler, WorldRayDirection()).xyz); }