Here is a simple example of cubemap reflection, based on my emissive phong shader. I just chose that one because it looks nice and i was tired of bricks :)I replaced the Fresnel color with the reflection and added a brightness multiplier for it. You could add the rim light back in but you might have to push into SM 3.0 and the effect is kinda meh when mixed with reflection so i cut it. My original intention for the rim light was a hack to fake highlights along grazing angles, and reflection is a more robust solution to the same problem.