Stencil shader - material with texture and mask

Hi, so i have 2 shaders created. A stencil shader and a shader created in shadergraph which has a texture, mask and 2 colour inputs. The texture is coloured with the first colour, and the mask the second color. My problem is coming from when I am trying to basically combine these shaders. I generate the code for the shader created via the shadergraph but that doesnt show me the fragment shader information, and therefore how the output is calculates. I need to know this so i can figure it out for my stencil shader code. I have also tried putting in the stencil code into the generated code but that doesnt seem to work, and there is so much generated code, its a bit of a pain to navigate around.

This is the code im using to work with the stencil shaders. By chance does anyone know how to get the information of the texture with a colour overlaid, along with the mask and cover overlaid mixed and passed out. Thanks for any help (Also, does anyone know a way that i can see the fragment shader code, from the generated shaderlab shaders)

Shader "Unlit/WallTest"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _Mask ("Mask", 2D) = "white" {}
        _MainColor("MainColor", Color) = (0.8679245, 0.7858012, 0.4380563, 1)
        _SecondaryColor("SecondaryColor", Color) = (0.6226415, 0.1850303, 0.1850303, 0)
    }
    SubShader
    {
       Tags { "Queue" = "Geometry" }
        Stencil                    
        {
            Ref 2
            Comp NotEqual       // if 2 is not equal to the comparison value, then keep value
            Pass Keep
        }

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            // make fog work
            #pragma multi_compile_fog

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                UNITY_FOG_COORDS(1)
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            sampler2D _Mask;
            float4 _MainTex_ST;

            float4 _MainColor;        // Color for the main texture
            float4 _SecondaryColor;   // Color for the mask

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                UNITY_TRANSFER_FOG(o,o.vertex);
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {              
                fixed4 mainTexColor = tex2D(_MainTex, i.uv) * _MainColor; 
                fixed4 maskTexColor = tex2D(_Mask, i.uv) * _SecondaryColor;
            
                return mainTexColor; 
            }
            ENDCG
        }
    }
}

Also just to ask, I assume a stencil shader is still not possible to do in shadergraph with a lit shader?