where is the LocalCorrect in DefaultShader float3 viewDirWS = normalize(input.viewDirInWorld); float3 normalWS = normalize(input.normalInWorld); float3 reflDirWS = reflect(viewDirWS, normalWS); // Get local corrected reflection vector. float3 localCorrReflDirWS = LocalCorrect(reflDirWS, _BBoxMin, _BBoxMax, input.vertexInWorld, _EnviCubeMapPos) // Lookup the environment reflection texture with the right vector.