internal static void InvalidatePropertyCache(Shader shader)
{
if (shader != null)
{
string str = shader.GetInstanceID() + "_";
List<string> list = new List<string>();
foreach (string str2 in s_PropertyHandlers.Keys)
{
if (str2.StartsWith(str))
{
list.Add(str2);
}
}
foreach (string str3 in list)
{
s_PropertyHandlers.Remove(str3);
}
}
}