glad of been helpful
My next problem is trying to get the Envcube reflection to be more pronounced, with more of the cubemap color coming through, I think it has to do with the final color equation.
Correct, the final color depends on the final color equation
I am not sure of what you are looking for so I can only show you the master function of color mixing: lerp.
I think I would do something like the following:
color *= ambient + diffuse + specular;
color = lerp ( color, envSample, envMask );
but maybe you like the specular term been persistent over reflections
color *= ambient + diffuse;
color = lerp ( color, envSample, envMask );
color *= 1.0f + specular; // or color += specular; in the case the specular term is a color vector instead of a color factor... Ancha es Castilla (Castilla is wide)
Salud!