title: Unity ShaderGraph/Material Property Issue with SetFloat
body: <p>I have the following script attached to a cube in the scene:  </p>
  
  <pre><code>public class TestShaderGraph : MonoBehaviour 
  {
      void Start() 
      {
          Material material = GetComponent&lt;Renderer&gt;().sharedMaterial;
          material.SetFloat("_Min", -.5f);
          material.SetFloat("_Max",  .5f);
      }
  }
  </code></pre>
  
  <p>Here is the <a href="https://i.stack.imgur.com/1sARe.png" rel="nofollow noreferrer">shader graph</a><br>
  Here is the <a href="https://i.stack.imgur.com/XZhVl.png" rel="nofollow noreferrer">actual result</a> produced when running the scene<br>
  Here is the <a href="https://i.stack.imgur.com/P3PQ1.png" rel="nofollow noreferrer">intended result</a> produced when manually updating the min and max values for the material in the inspector</p>
  
  <p>I also have the lightweight render pipeline asset attached in the graphics settings.<br>
  What is it that I am missing here; does anyone now why the values aren't updating on the material?  </p>
  
  <p>I also tried outputting the values using:</p>
  
  <pre><code>material.GetFloat("_Min");
  material.GetFloat("_Max");
  </code></pre>
  
  <p>which does actually result in -0.5 and 0.5 respectively even though it isn't shown on the material.</p>
  
  <p>PSA: While writing out this question I actually found out the solution.<br>
  I thought about not posting this but maybe it will help people in the future that also ran into this issue.</p>