I think it is a tricky question, but still. After using Vertex Offset + Vertex Normal Reconstruction (plugged new vertex normals into the "Local Vertex Normal" input) I still want to use a regular Normal map. But because of Normal Reconstruction, local vertex normals are now different and an old normal map will not work for them.
Is there a way to somehow make this NormalMap follow those new Vertex Normals?
PS: I'm using textures to morph my mesh and normals in a shader, something like this
You might be able to calculate the difference between the new normal and the old one, pass the result to Tangent space and then apply it to the normal map in some way, although I'm not entirely sure that this will provide the expected results.
Other than the above, I'm not quite sure on what to suggest regarding this matter, but please let me know if this helps or if you come across a better solution!