Custom Split Normals Blender

I’m having trouble understanding custom split normals data and how to use them.

In the following video, the “S” is somehow able to maintain one dark/light side no matter the orientation, but the “X” basically has a constant dark/light side based on world orientation instead of the mesh’s.
(Also, the dark/light I’m referring to isn’t the texture, the texture for both sides are consistent, but it seems like depending on the normals, the lightness/darkness is rendered differently.)

How would I edit the X to be like the S?
Also why are some faces light, some faces medium, and some faces dark?

edit: i figured out i could do it by adding a bevel modifier to a cube and cloning the split normal data, but this seems very hacky. any way to actually edit normals rather than copying?

I have some experience in Blender, hopefully enough to help out lol*

Have you tried enabling FaceOrientation to see the normals better? (blue = correct face, red = uh oh)

One thing I think might work is using the Solidify modifier. So that either way, it’ll always be light.

face orientation is the same, its the split normals im asking about

open the modeling tab and click this
{DBDD78CD-EC7F-437C-89BE-F05B6CA967A3}
and then click the middle option or the 2nd option so that you can see the split normals
{2EAD454E-EFC7-4DBB-B777-1D3692E43B93}

now press CTRL + N and click on this
{69DBDBE7-6C94-4755-839D-41D832959FB6}

now you should be able to edit the split normals am not sure how to make X look like S tho,