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Thank you so much for your quick and informative answer, I will immediately try this out!
var shader = Shader.Find("Custom/Buildings/Building/Floating");
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as BuildingInfo;
if(asset.m_material != null) asset.m_material.shader = shader;
if(asset.m_lodMaterial != null) asset.m_lodMaterial.shader = shader;
Run this in the asset editor (in the same manner as the script used in this guide) after importing your model as a building. Beware though - props used on this building won't "float with" the model, they'll sink to the bottom or do other weird stuff. So you can't use props on floating objects.
Hope this clarifies things!
The recent update added another shader, virtually the same as the one used for props, but now also applicable to buildings. This means that you can skip a lot of steps to create any floating object: simply import your model to the asset editor and apply the floating shader with modtools. No props required.
Now, why would you use this new shader for all objects? Well, props still have the ability to be used in other assets. Say that someone wants to make a marina asset - if all floating boats on the workshop used the new shader, they'd all be buildings: so you wouldn't be able to use them in a marina asset. If they're made by following this guide - prop versions would be available for use in the asset editor.
So basically - if you think people will want to use your asset as a prop in other assets, use this guide, otherwise use the new building shader.
Is it still up to date? You mentioned the "floating shader" in your newsest buoy item. Can you add this process to the guide?
If this is still the nessessary process: How can you eleminate that "wet effect" and embed the prop?
(There are some floating objects in the workshop that dont have neither wet effect nor a prop required, so it should be possible.)