CommandBuffer.Blit doesn't support Stencil buffer?

I’m trying to optimize SMAA in a CUSTOM SRP.
This requires the use of a Stencil buffer BUT Unity SRP CommandBuffer.Blit seems to be disabling it?

I will try manually rendering a quad mesh to get stencil working BUT…
Really need an argument in the Blit method that allows us to set what depth/stencil buffer we want enabled. Would save a lot of time and confusion.

So stencil works fine with DrawMesh as expected.
Would be great to get a Blit arg option though.
Also whats odd is cmd.SetGlobalTexture(“_MainTex”, …); doesn’t work. I have to use something besides _MainTex with that.