How do i make my player go from walk animation to run animation using blend trees?

I need help going from the walk animation to run animation with blend.
when i press left shift the character walks faster but when i click left shift i also want the run animation to work, this is my script & blend tree

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

public class PlayerController : MonoBehaviour

{

private float currentMaxSpeed = 0;
[SerializeField]
private Animator anim;
[SerializeField]
private float walkSpeed;
[SerializeField]
private float runSpeed;

void Start()
{
    anim = GetComponent<Animator>();
}

void Update()
{

    if (Input.GetKey(KeyCode.LeftShift))
    {
        currentMaxSpeed = runSpeed;
    }
    else
    {
        currentMaxSpeed = walkSpeed;
    }
    Vector3 movement = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0.0f);

    anim.SetFloat("Horizontal", movement.x);
    anim.SetFloat("Vertical", movement.y);
    anim.SetFloat("Magnitude", movement.magnitude);

    transform.position = transform.position + movement * Time.deltaTime * currentMaxSpeed;
}

}

The way I have successfully used blend trees for a run animation was to use horizontal input from the left stick. Then I create a simple blend between walk and run(you can have alot more animation blends then 2) that only uses horizontal input to change between the blends.

I simply transition from idle to the run/walk blend when there is horizontal movement.

this is what my run/walk code looks like:

float controlThrow = CrossPlatformInputManager.GetAxis("Horizontal"); // value is between -1 to +1
            Vector2 playerVelocity = new Vector2(controlThrow * runSpeed, rb2d.velocity.y);
            rb2d.velocity = playerVelocity;

            bool playerHasHorizontalSpeed = Mathf.Abs(rb2d.velocity.x) > Mathf.Epsilon;
            float playerHorzSpeed = Mathf.Abs(rb2d.velocity.x);
            myAnimator.SetBool("Running", playerHasHorizontalSpeed);
            myAnimator.SetFloat("RunSpeed", playerHorzSpeed);