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.light = float3(pRayTracingParams.skyBox.Sample(pRayTracingParams.skyBoxSampler, WorldRayDirection()).xyz); p.hit = false; }