public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader) { base.AssignNewShaderToMaterial(material, oldShader, newShader); if ((UnityEngine.Object)oldShader == (UnityEngine.Object)null || !oldShader.name.Contains("Legacy Shaders/")) { return; } EDStandardShaderGUI.BlendMode blendMode = EDStandardShaderGUI.BlendMode.Opaque; if (oldShader.name.Contains("/Transparent/Cutout/")) { blendMode = EDStandardShaderGUI.BlendMode.Cutout; } else if (oldShader.name.Contains("/Transparent/")) { blendMode = EDStandardShaderGUI.BlendMode.Fade; } material.SetFloat("_Mode", (float)blendMode); Material[] materialArray = new Material[1]; int index = 0; Material material1 = material; materialArray[index] = material1; this.DetermineWorkflow(MaterialEditor.GetMaterialProperties((UnityEngine.Object[])materialArray)); EDStandardShaderGUI.MaterialChanged(material, this.m_WorkflowMode); }