import MaterialParameter; struct RayTracingParams { RaytracingAccelerationStructure scene; RWTexture2D radianceAccumulator; RWTexture2D image; StructuredBuffer indexBuffer; TextureCube skyBox; SamplerState skyBoxSampler; }; layout(set=5) ParameterBlock pRayTracingParams; struct CallablePayload { FragmentParameter params; float3 color; }; struct ShadingParams { float3 position; float3 normal; float3 normalLight; }; struct MaterialParams { float4 color; float3 emissive; } struct RayPayload { ShadingParams shading; MaterialParams material; };