Using a Detail Map requires non-black MaskMap Detail component?

I’m having trouble getting a Detail Map to work on the default HDRP Lit shader.

If I just assign a Detail Map texture to the material, it shows detail as expected:

However, as soon as I assign a MaskMap to the material, the detail is completely lost:

In experimenting with this, I found that only in cases where the Blue (Detail) component of the MaskMap is non-black does the Detail map kick in. I guess this makes sense, in that you’d want to be able to control which regions of the texture the detail map should apply to. But it’s also a bit inconvenient in my project, since I’ve got basically every MaskMap’s Blue component set to 0, since I wasn’t using it.

There are remapping sliders for the MaskMap’s Metal, Smoothness, and AO components, but I don’t see one for Detail. Is that an oversight? Or is there some way for me to use a Detail Map on materials which have 0 blue in their MaskMap, other than reexporting every MaskMap texture with full blue?

Actually, thinking about this a bit more, I’m unclear on something: If I configure the Detail map to use a different UV channel than the main texture, then what is the relationship between the Detail component of the MaskMap (on UV0, for example) and the Detail Map applied to UV1? To me those seem to be in conflict.