#define SHADERPASS SHADERPASS_RAYTRACE #include "UnityRaytracingMeshUtils.cginc" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #pragma raytracing BakeHit struct RayPayload { float4 color; float3 dir; }; struct AttributeData { float2 barycentrics; }; struct Vertex { float2 texcoord; float3 normal; }; //https://coty.tips/raytracing-in-unity/ [shader("closesthit")] void MyClosestHit(inout RayPayload payload, AttributeData attributes : SV_IntersectionAttributes) { payload.color = float4(0,0,0,1); //Intializing payload.dir = float3(1,0,0); }