Version: 2017.4
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public method SetFloat(name: string, value: float): void;
public void SetFloat(string name, float value);
public method SetFloat(nameID: int, value: float): void;
public void SetFloat(int nameID, float value);


nameIDProperty name ID, use Shader.PropertyToID to get it.
valueFloat value to set.
nameProperty name, e.g. "_Glossiness".


Sets a named float value.

When setting values on materials using the Standard Shader, you should be aware that you may need to use EnableKeyword to enable features of the shader that were not previously in use. For more detail, read Accessing Materials via Script.

See Also: GetFloat, Materials, ShaderLab documentation, Shader.PropertyToID, Properties in Shader Programs.

var rend: Renderer;

function Start () { rend = GetComponent.<Renderer>();

// Use the Specular shader on the material rend.material.shader = Shader.Find("Specular"); }

function Update () { // Animate the Shininess value var shininess : float = Mathf.PingPong(Time.time, 1.0); rend.material.SetFloat("_Shininess", shininess); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Renderer rend; void Start() { rend = GetComponent<Renderer>(); rend.material.shader = Shader.Find("Specular"); } void Update() { float shininess = Mathf.PingPong(Time.time, 1.0F); rend.material.SetFloat("_Shininess", shininess); } }