In 2019 I wrote a post & interactive tool on the shader binding table to explain it across / / . It's still relevant today so I'm reposting it here: https://www.willusher.io/graphics/2019/11/20/the-sbt-three-ways . I extended this to a chapter in RT Gems 2 (Ch. 15) that talks about the SBT and some example configurations: http://www.realtimerendering.com/raytracinggems/rtg2/
With the tool you can setup an SBT, scene and call trace ray to see what shaders are called!