Is it possible to reverse reflection probe?

I want to “cache” the objects in the sky onto a sphere map and then display it. So I created a reflection probe to look at things on one layer. Then on another layer I want to display this. So I created a giant metallic sphere with normals going inwards.

It works, but something is not quite right. Everything is on the opposite side of the sky. So everything up is down and everything left is right.

Is there a way to reverse this?

I found this shader code but it is a bit bright:

Shader "Custom/reflect" {
    Properties {
    }
        SubShader{
            Tags { "RenderType" = "Opaque" }
            LOD 200
            CGPROGRAM
            #pragma surface surf Reflect fullforwardshadows
        float4 tint0;
        struct Input {
            float2 uv_MainTex;
            float3 worldRefl;
            INTERNAL_DATA
        };
        void surf (Input IN, inout SurfaceOutput o) {
                    
        }
        inline fixed4 LightingReflect(SurfaceOutput s, fixed3 lightDir, half3 halfasview, fixed atten)
        {
            float4 hdrReflection = 1.0;
            float3 reflectedDir = reflect(halfasview, s.Normal);
            float4 reflection = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, reflectedDir,0);
            hdrReflection.rgb = DecodeHDR(reflection, unity_SpecCube0_HDR);
            hdrReflection.a = 1.0;
            float4 c;
            c.rgb = hdrReflection;
            c.a = 1.0;
            return c;
        }
        ENDCG
    }
    FallBack "Diffuse"
}

Also, this seems to flash black when I update the reflection probe. Perhaps it needs double buffering?