change material rendering mode, but don't update material seems in scene at runtime

Hello, i am using Unity 5.0.0f4,i add a cube in scene and create “door” material in resources folder. i set that material rendering mode is Opaque with unity inspector, I attach cube to a “door” material, added the script, i want to change transparency existing material with script. when run code, material rendering mode is transparent but doesn’t anything material in scene at runtime. not update material’s perspective at runtime. Still material seems to be opaque in scene How can i change materials transparency at runtime?

Here’s some sample code

using UnityEngine;
using System.Collections;

public class Transparency : MonoBehaviour {

	
	Material doorMat;
	
	// Use this for initialization
	void Start () {

		doorMat= Resources.Load ("Door") as Material;
		doorMat.SetFloat ("_Mode", 3);
		doorMat.color = new Color(1,0,0,0.4f);
	}
	
	// Update is called once per frame
	void Update () {


	}
}

Aside from that, you also need to add this:

                material.SetFloat("_Mode", 2);
                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;

from here

Thought i would just add to this ,for resetting back, to include all modes from (Editor/StandardShaderGUI.cs) taken from here

public static void SetupMaterialWithBlendMode(Material material, BlendMode blendMode)
{
	switch (blendMode)
	{
		case BlendMode.Opaque:
			material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
			material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
			material.SetInt("_ZWrite", 1);
			material.DisableKeyword("_ALPHATEST_ON");
			material.DisableKeyword("_ALPHABLEND_ON");
			material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
			material.renderQueue = -1;
			break;
		case BlendMode.Cutout:
			material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
			material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
			material.SetInt("_ZWrite", 1);
			material.EnableKeyword("_ALPHATEST_ON");
			material.DisableKeyword("_ALPHABLEND_ON");
			material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
			material.renderQueue = 2450;
			break;
		case BlendMode.Fade:
			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;
			break;
		case BlendMode.Transparent:
			material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
			material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
			material.SetInt("_ZWrite", 0);
			material.DisableKeyword("_ALPHATEST_ON");
			material.DisableKeyword("_ALPHABLEND_ON");
			material.EnableKeyword("_ALPHAPREMULTIPLY_ON");
			material.renderQueue = 3000;
			break;
	}