Cube map shader, texture is not following the object

I’m trying to make a custom skybox composed of a big sphere and a custom shader to render a DDS cubemap texture onto it. I’ve managed to set it inside and it’s displaying properly.

However, I need to be able to rotate it with player input and I noticed, just doing the rotation directly in editor that the cubemap isn’t following the rotation of the object.

No matter how I rotate the sphere I always see the same part of the texture.

My camera is always facing the same direction in game.
I can see the mesh is rotating because of the imperfections of the sphere but the texture isn’t rotating with the mesh.
In editor if I look around however, I can look around and see the whole texture normally.

So my intuition is that what’s rendered as to do with the camera’s view direction but what I need is for it to behave like a normal uv texture.

Is it possible to do that ?

Maybe I shouldn’t use a cubemap of a different kind of sampler ?

Here is a capture of Shader Graph :
195808-shadergraphskyboxspace.png

Okay actually this was really simple, I needed to use a Sample Reflected Cubemap instead of a Sample Cubemap for my texture node