Texture Sample Allocation Issue

I am working on an ocean shader and for some reason my information says I am using 10/16 texture samples. At the moment I only have two discrete texture samples to create the ripples. Each a 1024 normal map. They are not duplicated anywhere in the shader. They are both used only once each in an add operation with panners to make ripples.

I assume this has something to do with a mysterious cubemap that shows up in my shader. I haven’t been able to properly tweak color, opacity or specular because of this mystery cubemap that sits on top of everything blowing it out. How do I get rid of it?