Add multiple UV support to SD default shaders.
If I can bake maps on the second UV channel it would also be nice to see them in the 3d viewport. Picking the UV channel for each input map of a shader would be best.
Would be preferable if the output node has a UV channel selection as well as being able to bake to UV channels.
It would be useful for say, if you make an asset with modular parts (like maybe a wooden bridge with reused planks and pillars) but want the AO to be over the whole object, you would want a second UV for it and a way to bake and display that AO on the second UV in the viewport.
Would also be nice to be able to render both at the same time, like in UE4 for detail maps.