We can set property values either global by Shader.SetGlobalSomething(name, value) or per material instance by Material.SetSomething(name, value).
This is nice and works, but how can one remove the properties set by Material.SetSomething(name, value) so that the global value will be used when previousely something directly on the material instance was set?
For Textures it seems possible to use a null value as input parameter (Material.SetTexture(name, null)), but for everything else this seems not to be possible.