The normal map still seems to still create that black stripe on the left side which changes depending on lighting angle, but it’s obviously not doing what it should anymore.
I’m still quite early into firguring out shaders so right now I’m just using the Unity standard shader with the sprite as albedo input and the normal map as normal input in conjunction with a single directional light source.
With some further testing I was able to determine that the normal map was just scaled up to be several times larger up than the texture it was supposed to fit.
Changing the pixels per unit and then putting it back seems to have fixed the issue even if I still don’t have any idea what caused it in the first place