What keyword string should I add to enable/disable when changing shader properties ?

The shader code:

Shader "Standard"
{
    Properties
    {
        [LM_Albedo] [LM_Transparency] _Color("Color", Color) = (1,1,1,1)  
        [LM_MasterTilingOffset] [LM_Albedo] _MainTex("Albedo", 2D) = "white" {}

        [LM_TransparencyCutOff] _AlphaTestRef("Alpha Cutoff", Range(0.0, 1.0)) = 0.5

        [LM_Glossiness] _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.0
        [LM_Metallic] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
        [LM_Metallic] [LM_Glossiness] _MetallicGlossMap("Metallic", 2D) = "white" {}

        _BumpScale("Scale", Float) = 1.0
        [LM_NormalMap] _BumpMap("Normal Map", 2D) = "bump" {}

        _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02
        _ParallaxMap ("Height Map", 2D) = "black" {}

        _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
        _OcclusionMap("Occlusion", 2D) = "white" {}

        [LM_Emission] _EmissionColor("Color", Color) = (0,0,0)
        [LM_Emission] _EmissionMap("Emission", 2D) = "white" {}

        _DetailMask("Detail Mask", 2D) = "white" {}

        _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
        _DetailNormalMapScale("Scale", Float) = 1.0
        _DetailNormalMap("Normal Map", 2D) = "bump" {}

        [KeywordEnum(UV1, UV2)] _UVSec ("UV Set for secondary textures", Float) = 0

        // UI-only data
        [KeywordEnum(None, Realtime, Baked)]  _Lightmapping ("GI", Int) = 1
        [HideInInspector] _EmissionScaleUI("Scale", Float) = 1.0
        [HideInInspector] _EmissionColorUI("Color", Color) = (0,0,0)
        [HideInInspector] _EmissionColorWithMapUI("Color", Color) = (1,1,1)

        // Blending state
        [HideInInspector] _Mode ("__mode", Float) = 0.0
        [HideInInspector] _SrcBlend ("__src", Float) = 1.0
        [HideInInspector] _DstBlend ("__dst", Float) = 0.0
        [HideInInspector] _ZWrite ("__zw", Float) = 1.0
    }

And I want to change the Rendering Mode.
My script:

using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEditor.IMGUI;

public class ChangeShaderRenderingModes : EditorWindow
{
	public enum BlendMode
	{
		Opaque,
		Cutout,
		Fade,
		Transparent
	}

	static Material material;
	static Material objectMat;
	static int modeIndex = 0;

	[MenuItem("Tools/Change Rendering Modes")]
	public static void ShowWindow()
	{
		GetWindow<ChangeShaderRenderingModes>("ChangeRenderingModes");
	}

	private void OnGUI()
	{
		if(GUI.Button(new Rect(50,50,50,50), "Switch Mode"))
		{
			var objects = Selection.objects;

			Shader shader = Shader.Find("Standard");
			material = new Material(shader);

			if (modeIndex == 4)
			    modeIndex = 0;

			material.SetFloat("_Mode", modeIndex);
			material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
			material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
			material.SetInt("_ZWrite", 0);
			material.DisableKeyword("_ALPHATEST_ON");
			material.EnableKeyword("_ALPHABLEND_ON");
			material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
			material.renderQueue = 3000;

			GameObject go = GameObject.Find("Test");
			
			objectMat = go.GetComponent<Renderer>().sharedMaterial;
			objectMat = material;
			go.GetComponent<Renderer>().sharedMaterial = material;

			modeIndex++;
		}
	}
}

So in the editor when I click the button I see in the inspector that it’s switching between the rendering modes. But I need to click the shader in the inspector so it will take affect.

I want it to take affect automatic when changing modes.
Where in my script and how do I change the keyword/s and what should be the keyword/s string/s ?

Have a look at this thread, it answers your question.