Reflection shader has inverse direction

I have this shader for mirror-like reflection. It works ok but for the reflection direction. If I apply this on a sphere and look at it, it should reflect what’s behind me, however it “reflects” what’s in front. If I uncomment the Matrix [_Reflection] line, it swaps the Y direction, however it’s the Z direction that should be flipped.

Any ideas anyone?
Thanks

Shader "Kweetet/Transparent/Unlit Reflective" 
{
	Properties
	{
		_Color ("Main Color", Color) = (1,1,1,1)
		_Emission ("Emmisive Color", Color) = (0,0,0,0)
		_MainTex ("Base (RGB)", 2D) = "white" { }
		_Cube ("Reflection Cubemap", Cube) = "" { TexGen CubeReflect  }       
	}
	
	SubShader 
	{
		Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
		LOD 100
		ZWrite Off
		Blend SrcAlpha OneMinusSrcAlpha 

		Pass 
		{
			Color [_Color]
			Lighting Off
			SetTexture [_MainTex] 
			{ 
				combine texture * primary
			}
			SetTexture [_MainTex] 
			{ 
				constantColor [_Emission]
				combine previous + constant
			}
			SetTexture [_Cube] 
			{ 
				//Matrix [_Reflection]
				combine texture * previous, previous
			}
		}
	} 
}

up
I’ve been messing with shaders all day long, I ended up with the same troubles too.
If you already figured out how to solve that, please make me know!