Originally I have in
C#
_floatArray = new float[2]; _floatArray[0] = 1f; _floatArray[1] = 0.5f;
Compute Shader
float FloatArray[2];
And use ComputeShader.SetFloats() to pass the values from C# to Compute Shader.
Reading the values in Compute Shader, I found that only FloatArray[0] has the value. So FloatArray[1] will equals to 0.
Unity dev (Marton E.) replied me that:

