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Blend different size textures in Shader Graph

Say I've got a character model where part of the arm has two UV maps: one's mapped to the generic body texture, the other covers a small area on the arm to allow for a highly detailed tattoo.

I want to create a shader graph that will let me dynamically blend the tattoo over the skin texture, but I can't figure out how to process both textures so that they can be fed into a blend node.