Fixed the way Utilities.GetViewProjectionMatrix works when given the LookAt parameters so that it matches the camera.worldToCameraMatrix APIs (fixed skybox temporary Cubemap from being flipped)
vargpuVP=gpuProj*worldToViewMatrix*Matrix4x4.Scale(newVector3(1.0f,1.0f,-1.0f));// Need to scale -1.0 on Z to match what is being done in the camera.wolrdToCameraMatrix API.