Controlling Standard shader Emission float via C#

Hi everyone, I am attempting to set the float on the emissive property on my brake lights material but am not having any luck.

Here is my code:

using UnityEngine;
using System.Collections;

public class BrakeLights : MonoBehaviour {

    private Renderer Brakes;

    // Use this for initialization
    void Start () {
        Brakes = GetComponent<Renderer>();
        Brakes.material.shader = Shader.Find("Standard");
        Brakes.material.EnableKeyword("_EMISSION");
    }
   
    // Update is called once per frame
    void Update(){
        //Brake lights
        if(Input.GetKey(KeyCode.Space)){
            Brakes.material.SetFloat("_Emission", 1.0f);
            //Debug.Log (Brakes.material.shader);
        }else{
            Brakes.material.SetFloat("_Emission", 0f);
            //Debug.Log ("Brakes OFF");
        }
    }
}

What am I missing here? I am also getting no errors in the console and my debug logs are showing up at runtime when I press spacebar.

Thanks for the help!

I found success using the emission color, not setting a float value for its intensity. So for example, I would set the emissive color to black for no intensity/emission and assign red (in my case) to make the material glow red.

I also realized that I have to use a legacy shader for this to work.

Here is the code that works:

using UnityEngine;
using System.Collections;

public class Intensity : MonoBehaviour {

    private Renderer rend;

    // Use this for initialization
    void Start () {

        rend = GetComponent<Renderer> ();
        rend.material.shader = Shader.Find ("Legacy Shaders/VertexLit");
        rend.material.SetColor("_Emission", Color.black);
    }

    // Update is called once per frame
    void Update () {
        if (Input.GetKey (KeyCode.Space)) {
            rend.material.SetColor ("_Emission", Color.red);
        } else {
            rend.material.SetColor ("_Emission", Color.black);
        }
    }
}