That would be bad, as the resulting normal when the alpha is zero would be (0,0,0) which will result in the lighting going black!
@Pabi - What you’re doing is fine. A very minor optimization would be to remove the “1-” and just use:
lerp(fixed3(0,0,1),bloodNormal,bloodAlpha.a);
A lerp is fairly inexpensive overall, so I wouldn’t worry about it. Using a custom UnpackNormal function on desktop & console could be slightly faster by taking advantage of how normal maps are unpacked to apply your mask, but in the grand scheme of shader performance it’s not going to save a ton compared to the overall complexity of your average lit shader.