Ray payload structure

A user-defined structure that is provided as an inout argument in a TraceRay call, and as an inout parameter in the shader types that may access the ray payload, which include any hit, closest hit, and miss shaders. Any shaders that access the ray payload must use the same structure as the one provided at the originating TraceRay call. Even if one of these shaders doesn’t reference the ray payload at all, it still must specify the matching payload as the originating TraceRay call.