How to override the Shadow Midtone hilight in URP's postprocessing stack through script runtime

Hi, I want to change the shadow color trackball values.

 ShadowsMidtonesHighlights shadowsMidtonesHighlights;
        if (volume.profile.TryGet<ShadowsMidtonesHighlights>(out tempShadowsMidtonesHighlights))
        {
            shadowsMidtonesHighlights = tempShadowsMidtonesHighlights;
         
        }
shadowsMidtonesHighlights.shadowsStart.min = 0f;
            shadowsMidtonesHighlights.shadowsEnd.min = 0.3f;


//Im not sure how to define the shadow Vector4 color values
  shadowsMidtonesHighlights.shadows.value = new Vector4(1.2f, 1.2f, 1.0f, 0f);

Imgur


How do i actually set the vector 4 values. I dont understand the range . As in the above picture the range is 1.87…1.80…1.59

I want to set different values for every level in my game. I want the range to be 0.97…0.91…0.7. And so on, different values for different levels.
Thanks in advance !

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;

public class SliderBrightness : MonoBehaviour
{
private GameObject cam;
private float lastValue;
private ShadowsMidtonesHighlights shadowMidHigh;
public VolumeProfile profile;

// Start is called before the first frame update
void Start()
{
cam = Camera.main.gameObject;
}

// Update is called once per frame
private void FixedUpdate() {
if(GetComponent().value!=lastValue){
lastValue = GetComponent().value;
if (profile.TryGet(out shadowMidHigh))
{
Vector4 shadowVal = shadowMidHigh.shadows.value;
shadowMidHigh.shadows.overrideState = true;
shadowMidHigh.shadows.SetValue(new UnityEngine.Rendering.Vector4Parameter(new Vector4(1, 1, 1, lastValue)));
}
}
}
}