# 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.

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