I appreciate for your reply. Let’s continue from normal maps. I see that is little complicated to discuss this problem here. I am now adding some photos, I hope that they help you understand the problem. Let’s start with a very basic Shader Graph. I only set texture and normal just to see whether Secondary Texture in Sprite Editor is working properly (or does it make a difference). I changed it to custom lit, as you mentioned above. This doesn’t look like a good idea, as it completely enlightens the image with no dark sides. (see pic 3)
Here the normal map looks navy blue - but inside the Assets Folder, it looks like the second photo (looks like a problem to me)
Currently, the global 2d is off in the scene. I set up this texture with material on it, plus add a freeform light with its Normal Map set to on & off. During runtime, here is the result of above shader with custom lit set (light so-called renders normal maps): As you can see, the light cannot do its job here.
They were the results taken when the shader is “sprite custom lit”. When I change it to “sprite lit”, as usual, the followings results are taken. They look fancy this time, but same results are taken when I completely remove normal map from the image. So, there is still no impact of normal maps.