Sprite Mask help

I have objects with a Sprite Mask and I have a trigger collider on it…When the player or enemy hits that collider, tell the unity engine not to process that SpriteMask for this particular object but still work for other objects.
At first I was turning the sprite mask off and on. Basically when the player hits this collider thats on the obj, turn mask off so that player is in front. When the player left that collider, turn the sprite mask back on but that isnt good because I need the enemies to use that same method…causes issue…

My thought process now is…hey if objects collide with this collider…do not count it in the sprite mask CALCULATIONS…i dont want to turn the mask off because I could have objects on the other side of the Wall for example that need to be masked off.

I want to be able to able to put a script on the wall asset that has the Masked sprite on it…and like create a list or something…and be like…hey ontriggerenter2d, if object is tagged(“player”) add to a list and tell the renderer to not let my mask affect it but still keep the mask working for other objects… but I am not trying to turn anything off and on…i just want to talk to the engine and say hey, dont let my mask affect this object at when this object collides with me… Ive uploaded 2 videos. One demonstrates me turning off and on the Computers Mask by a collision box but that doesnt work well because other enemies and things like that are doing the same thing.
Then I tried the Universal Pipeline Transparency custom axis Y option for sorting and that worked well with everything that wasnt like a wall… if we dont have this…can we get this?

or can I force the Enemy,Player object to sort above the object that its colliding with…but that interaction is a isolated calculation…like i still want the other objects to respects its own masking or sort order or whatever…