There are a few ways you could accomplish this effect, likely more ways than I can list here:
1. Manual Tiling
Open your tiled felt texture in an image editor like Photoshop, tile it manually to the size of the overlaid texture, producing a single texture, like so:
Then, simply apply this one texture to your model. This approach shouldn't be too expensive in the long run if your textures aren't insanely large, although it doesn't feel very elegant or flexible.
2. A Second Plane
This is a bit of a 'hack' solution: In your model, create a second plane very close to the first, and apply the translucent texture to that instead (make it much closer than in this screenshot, and allow the top texture to be transparent):
One possible downside of this solution is that, at further distances, your near-together planes may begin to z-fight.
3. A custom Unity shader
Unity has introduced a shader graph system that makes it easier to author shaders by connecting nodes together, similar to how you define materials in rendering software. You would likely simply need to source two textures, using two different sets of UVs on your model, and blend the two textures for your albedo output. You could also author Unity shaders manually to serve this purpose, if you prefer.
This may or may not be more expensive than the above two solutions, on either file size or performance - if you're concerned about that, you could simply test each solution to see what works best for your problem.
One thing to keep in mind when approaching problems like this is that materials authored in programs like Maya using their own material editors, intended for use with their own renderers (i.e. Arnold), can't necessarily map 1:1 to the behaviour of game engines like Unity when you actually go and import your asset - if you spend lots of time trying to get the perfect Hypershade material, chances are you'll have to do a lot of that work over again in your engine.