#include "Common.hlsl" [shader("miss")] void Miss(inout HitInfo rayPayload : SV_RayPayload) { if (rayPayload.hitCount < 0) { // shadow ray return; } if (rayPayload.hitCount < MAX_TRANSPACENT_HITS) { rayPayload.color[rayPayload.hitCount] = float4(0.2f, 0.2f, 0.2f, -1.f); rayPayload.dayLight[rayPayload.hitCount] = 0xFFFFFF; rayPayload.dynamicLight[rayPayload.hitCount] = 0; rayPayload.hitCount++; } }