Blending normal maps with different UV channels without DDX and DDY

Hello! I am looking for a way to blend two normal maps in different UV channels without DDX and DDY nodes. Standard solution is using the combination of DeriveTangentBasis and BlendAngleCorrectedNormals, but DeriveTangentBasis include DDX, DDY nodes which don’t work in Path Tracing view mode :frowning: I really need to use Path Tracing.
Maybe there are any alternatives for DDX or another logic to blend normal maps. Thanks a lot.