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Answer by Jessy · Jun 20, 2013 at 01:26 PM
You can't. The best you can do is write your own shader, and put nothing in its custom editor.
http://docs.unity3d.com/Documentation/Components/SL-CustomMaterialEditors.html
Answer by beeftime · Aug 06, 2015 at 02:22 AM
I know this is old, but I recently ran into this recently and found the solution:
gameObject.GetComponent<Renderer>().sharedMaterial.hideFlags = HideFlags.HideInInspector;
Note that the material inspector will still show up if the Renderer is hidden, so you can't just iterate through the .GetComponent() array - you have to hide this one explicitly.
I hope that helps someone!
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