Split "Sample Cubemap" into "Sample Reflection" and "Sample Cubemap"

I noticed that the “Sample Cubemap” node takes both a normal and a view direction, and that it uses reflect() behind the scenes to get a reflection sample. I have to say i really, REALLY, disagree with this because it limits cubemaps to reflections only, when they can be used for so much more. For instance, i once made a set of planet shaders which used the vertex normal to sample from a cubemap in order to get a nice texture projection. I know that it’s possible to pipe in the negative normal into the view direction, but this adds a bunch of extra unnecessary math to the shader for no reason. “Sample Cubemap” should do just what it says on the tin - sample a cubemap using a 3d vector. If you absolutely want to streamline the process of sampling a reflection, just add a “Sample Reflection” node with the current functionality.

This

Totally agree

and God said it was good