// Copyright 2020 Google LLC struct RayPayload { float3 color; float distance; float3 normal; float reflector; }; [shader("miss")] void main(inout RayPayload rayPayload) { float3 worldRayDirection = WorldRayDirection(); // View-independent background gradient to simulate a basic sky background const float3 gradientStart = float3(0.5, 0.6, 1.0); const float3 gradientEnd = float3(1.0, 1.0, 1.0); float3 unitDir = normalize(worldRayDirection); float t = 0.5 * (unitDir.y + 1.0); rayPayload.color = (1.0-t) * gradientStart + t * gradientEnd; rayPayload.distance = -1.0f; rayPayload.normal = float3(0, 0, 0); rayPayload.reflector = 0.0f; }