Passing parameters to fullscreen shader (noob question)

Im trying to make a full screen colorcorrection shader (camera shader).
For that i want to be able to adjust parameters directly on my camera, and then pass them onto the shader when needed.

I have made a little test. I have added a parameter called “Gamma” that i want to move from the C# code onto the shader. However im not sure how i can do it.

So in my C# file that i attach to the camera i add:

using System;
using UnityEngine;

namespace UnityStandardAssets.ImageEffects
{
    [ExecuteInEditMode]
    [AddComponentMenu("MyShaders/CustomColor")]
    public class CustomColor : ImageEffectBase
    {
        public Color gamma = Color.white; // This is the value i want to pass
        void OnRenderImage (RenderTexture source, RenderTexture destination)
        {
            Graphics.Blit (source, destination, material);
        }
    }
}

And then i have the shader:

Shader "Hidden/CustomColor" {
Properties {
    _MainTex ("Base (RGB)", 2D) = "white" {}
    _Gamma ("Gamma", Color) = (1.0,1.0,1.0,1.0)
}

SubShader {
    Pass {
        ZTest Always Cull Off ZWrite Off
              
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"

uniform sampler2D _MainTex;
uniform float _Gamma; //The color i want to get!

fixed3 frag (v2f_img i) : SV_Target
{  
    fixed3 original = tex2D(_MainTex, i.uv);
    float lift = 0.0;
    //float gamma = 0.5;
    float gain = 1.0;
  
    //LiftGammaGain
    fixed3 LGG = pow( gain*(original.rgb + lift*(1-original.rgb)) ,(1/_Gamma)); //sudo code, won't work yet
    output = LGG;
    return output;
}
ENDCG

    }
}

Fallback off

}

To answer my own question:

material.SetColor(“_Gamma”,gamma);