#include "Common.hlsl" [shader("miss")] void Miss(inout RayHits rayPayload : SV_RayPayload) { if (rayPayload.hitCount < 0) { // shadow ray return; } if (rayPayload.hitCount < MAX_TRANSPACENT_HITS) { rayPayload.hits[rayPayload.hitCount].color = float4(0.2f, 0.2f, 0.2f, -1.f); rayPayload.hits[rayPayload.hitCount].dayLight = 0xFFFFFF; rayPayload.hits[rayPayload.hitCount].dynamicLight = 0; rayPayload.hits[rayPayload.hitCount].normal = float3(0.f, 0.f, 0.f); rayPayload.hitCount++; } }