How do you access post-process shader variables?

I have a neat image effect shader I want to use, and I want to control some of its properties programatically using C#.

I can’t use this.renderer.material.SetFloat(“_SomeProperty”, someFloat); because the camera itself doesn’t have a Renderer!

I mean, I know it’s possible because the inspector can do it :wink:

Brlalrlrggh I always do this. Maybe no questions before 8AM!

of course you can just material.setfloat… Nevermind!