Using separate UV channels for trim sheets and lightmaps

Hello there,

I have a model that is going to repeat on a spline. Due to this I have unwrapped my model in such a way that repeating parts span the entire width of the UV square without compromising the aspect ratio of the Island. Please take a look at the image given below

Now I know that I can overlap some UV Islands and I can also put some islands outside the box which is basically how repeating textures work.

But the problem is, I also need to bake lights in Unity. If I have overlapping UV islands or out of bounds UV islands, that would mess up the light map.

I know there is a way to add multiple UV channels in a model as shown in the image below.

Now my question is, Can I add two UV channels, One for trim sheet textures which may have overlaps and out of bounds Islands, and One for light maps which will contain no overlaps or out of bounds UV islands, And then tell Unity to use separate UV maps for light map baking and for regular rendering?

I appreciate any help. Thank you