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Progress report.
It seems there IS a way to use UV2 for normals in Godot. It's extremely hacky (I have to make an entirely new shader and avoid the built in standard material Godot provides, and I have to change it per mesh). Why picking a custom UV isn't an option, I have no idea. It already exists for the shader, so I can't fathom why it isn't an option in the standard material resource (which, I think, is really just another shader with a default set up).
Also, UV2 it supposed to be for lightmaps. So if I do this, I can't bake a lightmap. Not sure if this is a good idea or not yet, though, since I'm using a day-night cycle, I might need a dynamic global lighting anyway, so no lightmap bakes. That's my current understanding of this, anyway.
Also, I'm not convinced this looks good, though I did just slap a free one I found to test it. Maybe custom ones will be better?