enemy LookAt Player Slerp

What my code is doing is it is having the enemy match the players rotation…so whatever direction I look so does he. What I want is that he rotates to look at me -. I was simply using “transform.LookAt(Player);” but it was too fast so trying to figure out how to combine the LookAt(player) with the Slerp script below but can’t seem to merge the two.

 Transform Player;
	Transform enemy;
	public float speed;
	NavMeshAgent agent;
	void Start () {
		enemy =GameObject.Find("NAZI_SOLDIER").transform;
		Player=GameObject.FindGameObjectWithTag("Player").transform;
		agent = GetComponent<NavMeshAgent>();
	}
	
	// Update is called once per frame
	void Update () {
		//transform.LookAt(Player);
		transform.rotation = Quaternion.Slerp (enemy.rotation, Player.rotation,  Time.deltaTime * speed);
		agent.enabled = false;
	}
}

after several attempts I snatched some code from a smoothLookAt java script camera code. The part that really threw me was the “var” thinking it was just a JS script term. anyway…here is the code to have an enemy look at the player smoothly instead of a snap to position as the LookAt (Player) did

var rotation = Quaternion.LookRotation(Player.position - transform.position);
		transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * damping);