Need coroutine to render a texture value clamped from 0 to 1 over time

I want to know how to have a texture change values in order to play an animation of sorts through a coroutine. The current code I have is here:

 IEnumerator Transition()
    {
        float cutoff = Mathf.Clamp(Time.time, 0, 1.0f); //need to find out how to make the animation play over time
        rend.sharedMaterial.SetFloat("_Cutoff", cutoff);
        yield return null;
    }

I have clamped the values between 0 and 1, but I’m unsure on how to use the “time” function to get the result I’m looking for. Thanks in advance.

Your problem is almost exactly the same as in this question

Concentrate on the IEnumerator in the answer. That’s one way to make something happen over x seconds. Just delete the parts you don’t need in the IEnumerator.