RWTexture2D RenderTarget; #pragma max_recursion_depth 1 [shader("raygeneration")] void MyRaygenShader() { uint2 dispatchIdx = DispatchRaysIndex().xy; RenderTarget[dispatchIdx] = float4(dispatchIdx.x & dispatchIdx.y, (dispatchIdx.x & 15)/15.0, (dispatchIdx.y & 15)/15.0, 0.0); }