A standard shader with Normal (Main) + Normal (Secondary) + Baked Lightmap

I have a 3D model that has 2 normal maps, one on Main Maps and other in Secondary Maps (detail).
However, I like to bake the lightmap, but, from what I have researched, the lightmap is placed in the secondary UV maps, overlaying my second normal
It is possible to have a material with 2 normals and the lightmap baked texture?

Usually I will overlay baked and details normal maps together into 1 texture.
The details normal will use 1st UV set if I need it separately for some cases.
The 2nd UV set I just leave it for custom lightmap UV.

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Obviously this would be the right way to do this.
The problem is that I can not do this.
Each normal use a different UV, so it’s not possible to immerse them into 1 texture

@duck post this image in another thread

Table’s says UV3 is to “Whatever you like”. To have main normal + detail normal + baked lightmap, i have to apply the detail normal in UV3 ?

Anyone know how to do it ?