Material.SetFloat
SetFloat(propertyName: string, value: float): void;
void SetFloat(string propertyName, float value);
def SetFloat(propertyName as string, value as float) as void
SetFloat(nameID: int, value: float): void;
void SetFloat(int nameID, float value);
def SetFloat(nameID as int, value as float) as void
Description

Set a named float value.

See Also: GetFloat, Materials, ShaderLab documentation, Shader.PropertyToID.
	function Start () {
		// Use the Specular shader on the material
		renderer.material.shader = Shader.Find("Specular");
	}

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

public class Example : MonoBehaviour {
    void Start() {
        renderer.material.shader = Shader.Find("Specular");
    }
    void Update() {
        float shininess = Mathf.PingPong(Time.time, 1.0F);
        renderer.material.SetFloat("_Shininess", shininess);
    }
}
import UnityEngine
import System.Collections

public class Example(MonoBehaviour):

	def Start() as void:
		renderer.material.shader = Shader.Find('Specular')

	def Update() as void:
		shininess as float = Mathf.PingPong(Time.time, 1.0F)
		renderer.material.SetFloat('_Shininess', shininess)