In order to use TraceRays you need a shader binding table and a ray tracing pipeline. I assume that you can only have shaders in the SBT that are also in the RTPSO.
So suppose I have a scene and materials (with custom shaders) dynamically load in and out of it. Do I need to recompile the RTPSO every time that happens? Or is there a way to add and remove shaders to the RTPSO without needing to recompile it?