# Adjusting emissive intensity at runtime For High Definition Render Pipeline (HDRP) non-Shader Graph shaders, such as the [Lit](Lit-Shader.md), [Unlit](Unlit-Shader.md), and [Decal](Decal-Shader.md) shaders, changing the `_EmissiveIntensity` property does not have any effect at runtime. This is because `_EmissiveIntensity` is not an independent property. The shader only uses `_EmissiveIntensity` to serialize the property in the UI and stores the final result in the `_EmissiveColor` property. To edit the intensity of emissive materials, set the `_EmissiveColor` and multiply it by the intensity you want. ``` using UnityEngine; public class EditEmissiveIntensityExample : MonoBehaviour { public GameObject m_EmissiveObject; void Start() { float emissiveIntensity = 10; Color emissiveColor = Color.green; m_EmissiveObject.GetComponent().material.SetColor("_EmissiveColor", emissiveColor * emissiveIntensity); } } ```