My shader values are not running right

Hello everyone.

I am currently working on a project using my midi controller to change different shader properties. I have completed this now, however I have run into a problem. After compiling, I can go into Unity and change the properties between the values I want, in this case up to 2.83 for the range:

However, once i press play, the highest turning my knob for range goes is from 0 - 1:

This is fine for the couple that go to 1, like opacity, but some of the others have a higher ceiling.
At this point, I am not sure what I should do. The following three screenshots show my midi controller, my code, and the ranges on my shader.

Any help would be greatly appreciated. I feel like I am close to getting it all done if I could just get the values to fall within the correct ranges from the shader when I run the program. I just cannot seem to figure out how to “pull in” those ranges though. Thanks everyone.

I don’t think you can get the range in code because it’s an editor property. One solution would be to set all your slider values to their maximum amount in the editor first - in your Awake function you can then retrieve those values and make them the ‘max’.

e.g. float myMaxHueRange = this.rend.material.GetFloat( “_HueRange” ); (in the Awake function)

in your Update function:

this.rend.material.SetFloat( “_HueRange” , dial16 * myMaxHueRange );