masked opacity without effecting specular

Im trying to make a material for an eye setup

i have an outer eye geometry which i is masked by an alpha to reveal the inner iris and pupil geo.
Is it possible to have that shader with masked opacity, but retain its specular/reflective/refractive response, to mimic the cornea

when i enable masking, it kills the spec, ref etc, literally cutting a hole in the geometry

and on-top of that can i even have a masked subsurface material?

attached are examples of the setup working in modo

22942-eyee.jpg