A CustomEditor can be defined for your shader. When you do this Unity will look for a class that extends MaterialEditor with this name. If one is found any material that uses this Shader will use. this material inspector. See Custom Material Editors for examples.
CustomEditor "name"
Use the material editor with a given name.
A CustomEditor statement effects all materials that use this Shader
Shader "example" {
// properties and subshaders here...
CustomEditor "MyCustomEditor"
}