Using Arrays For Shaders In URP

So I am trying to create a shader that allows me to enter an array of textures and floats to layer the textures based on a mesh height inside of URP not HDRP.

I am doing this for terrain generation using Perlin noise I already have two floats containing the minimum and maximum height values as properties inside of a shader graph and I was able to inverse lerp between black and white based on these height values but I can not figure out how to do the arrays using shader graph with the limitation of property types or any other method. The standard surface shaders don’t work on URP and I must use URP for my procedural skybox and Gerstner waves for oceans that use a shader graph.

I have a feeling I might have to create each texture individually since the shader graph does not have an option for iterating through arrays anyways. If anybody can find an easier approach for creating a user friendly texture layering for meshes shader please let me know.

Well, texture arrays do exist in Unity’s shader language: Unity - Manual: Using texture arrays in shaders
I have hardly any experience with Shader Graph but maybe you can write a Custom Node or something like that.
Otherwise what you are making things that quite remind me of what Microsplat (Asset Store) can do. Have you looked into maybe using that, it is quite optimized and has good support.