Changing Shader at runtime from parent manager script to many child instances

I’ve got a parent class (“Manager”) that holds a reference to a few different shaders in public variables. And I have another script that inherits from Manager, and attaches to many game objects, and has a function to change the shader. . I am able to make the call to change the shaders, but when I do, I get the error shader (solid pink). So this must indicate that the shaders are not loading into the game build. But I have go to lengths to insure that they are loading into the build (by attaching them to materials in other objects in the game, and including them in the Project Settings > Graphics > Built In Shader list). So, I think the problem is that the variable in the child script that inherits the reference to the shader in the parent, is not holding the shader. I’m not entirely sure how inheritance works, so what must I do to get the child script to read the reference to the shaders in the Manager parent? I hope this is clear enough.
thanks
Thomas

I finally solved my problem by using Shader.Find()
It didn’t work at first, but then I realized I had to have the full path as the shader name.
ie
Shader.Find(“myShader”) did not work, but
Shader.Find(“Unlit/Texture/myShader”) did work.
I’m a n00b~