LookAt(UV)¶
LookAt UV
requires VRMLookAtHead
and VRMLookAtBlendShapeApplyer
components. In the default setting, please remove VRMLookAtBoneApplyer
and add VRMLookAtBlendShapeApplyer
in the VRM model’s Inspector window.
Inspector -> Add Component -> VRMLookAtBlendShapeApplyer
.

Control the Eye Gaze with the Texture’s UV¶

A method that can move the model’s eyes by sliding Texture up, down, left, or right.Unity Chan
belongs to this type.
Search the eye material¶
Please search the eye material in the Project window. The Tiling Offset
setting will be displayed in the Inspector window:

The values should be 1, 1, 0, 0
(if the values are different, the followings are for reference only).
Now you can try to change the values of Offset
X and Y. X value is left or right movements for the eyes. Y value is for moving the eyes up and down.Since we have found where the eye materials are, we set the X and Y values back to 0
and proceed to the next step.
Set up LookUp, LookDown, LookLeft and LookRight¶
In the following example, we will set up the eye movement based on UV value for the material eye_L1
(see the above image). unlit/transparent cutout
is applied in the material.
LookLeft example¶
Please select the LookLeft
asset in the Project window:

Click
Material List
Click
+
Select
eye_L1
-_MainTex_ST
Set
Tliling = 1, 1
,Offset = 0, 0

Adjust Offset value in the LookLeft setting
Repeat the same procedure for
eye_R1

DegreeMapping¶
In the default setting, when the look angle between the target and the model’s head reaches 90 degrees, the BlendShape value is set to 1.
Any angle greater than 90 degrees will clamp the BlendShape value to 1.
If
Curve X Range Degree
is set to a lower degree, the pupil will move widely even at a small angle change.
Please set up VerticalDown
, VerticalUp
and Horizontal
.
.
.
.