TraceRay() could be called withRAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH |RAY_FLAG_SKIP_CLOSEST_HIT_SHADER flags from the ray generation shader,followed by exiting the shader withn nothing else to do. Any hit shaders,if present on geometry, would execute to determine transparency,though these shader invocations could be skipped if desired by also including RAY_FLAG_FORCE_OPAQUE.