i'm not sure you can, the sprite is an object of the world, if you have 2 cameras looking at the same world, they'll see the same thing.
In 3D there is a
cull mask property for the camera, and every mesh has a
layer property: the camera will only render the mesh in the same render layer of its cull layer.
I cant find the same option for the camera 2D, i dont know why (although the project setting menu has both the 2D and 3D render layer name window, so i think somehow is possible to set the cull mask for the 2D camera as well)
if you can manage to find it, you simply need to place 2 sprites on 2 different render layer, and assign each camera to each layer. You can now control them separately
EDIT: i checked and confirm that cull mask is not present in 2D. I thought it was possible to emulate the effect with light mask, but the same issue is present, camera2D has no way to render light layers selectively