The newer VR cameras (such as for the Vive) render both eyes in a single pass. The new VR shaders observe which eye is being rendered by using the built-in parameter "unity_StereoEyeIndex" and other Stereo macros and functions within the Unity .cginc files. The Shader Forge reflections do not appear to have correct reflections in VR, and the baked out shaders do not appear to be accessing the stereo functions for calculating reflections.