ViewMatrix offset in custom render pass + reflection probes issue

Hi, I’m working with custom render passes in URP to better achieve an effect I’ve been wanting to do for a while.

My case is that I want to draw every renderer on a certain layer a second time, but with a world space offset. I figured it out by copying the RenderObjects pass and offsetting the view matrix right before the DrawRenderers line. Very simple, but for some reason offsetting the view matrix messes with how reflection probes affect objects- they’re much brighter the greater the offset is. This is also apparent in the built in RenderObjects pass, as you can offset the view matrix (though it only offsets it in camera space, not world space). I’m not sure if this is a bug, or if there’s something I’m missing. There’s only 1 directional light, and 1 reflection probe active at any time btw.

Okay, as I thought I just wasn’t setting something, I had to set the _WorldSpaceCameraPos property with the offset view matrix position. Looks perf now!