Decoding reflection probe cubemap in custom shader (Unity 5).

So I’m passing a reflection probe cubemap to a custom shader which mostly works but I’m not sure what values to pass to the shader function Unity_GlossyEnvironment for the hdr parameter.

UnityStandardBRDF.cginc uses this:

half3 env0 = Unity_GlossyEnvironment (UNITY_PASS_TEXCUBE(unity_SpecCube0), unity_SpecCube0_HDR, reflectionVector, 1-oneMinusRoughness);

but where do the unity_SpecCube0_HDR values come from and what should be used in it’s place for a custom reflection probe?

Bump. Do the Unity guys have any info on this? I just want to decode the reflection probe cubemap in a custom shader but without knowing what values to use in unity_SpecCube0_HDR I get inconsistent results. I’m guessing these values are used to scale the RGBM values to the correct range. Are they stored with the cubemap somewhere?