Roskaxapas Ok I understand. Adding damping is a bit tricky on TouchCamera, as the position depends on the rotation, and everything is driven by the touch inputs/mouse precisely. You can try to edit CameraBase => GetRotationFromPitchYaw like this:
protected float dampedCurrentPitch;
protected float dampedCcurrentYaw;
public float rotationDamping = .02f;
virtual protected Quaternion GetRotationFromPitchYaw()
{
if (dampedCurrentPitch == 0) dampedCurrentPitch = currentPitch;
if (dampedCcurrentYaw == 0) dampedCcurrentYaw = currentYaw;
dampedCurrentPitch = (Mathf.Lerp(dampedCurrentPitch, (currentPitch), rotationDamping));
dampedCcurrentYaw = (Mathf.Lerp(dampedCcurrentYaw, (currentYaw), rotationDamping));
return Quaternion.Euler(dampedCurrentPitch, dampedCcurrentYaw, 0);
}
In CameraFree.cs replace these lines
currentPitch = NormalizeAngle(finalRotation.eulerAngles.x);
currentYaw = (finalRotation.eulerAngles.y);
by
currentPitch = dampedCurrentPitch = NormalizeAngle(finalRotation.eulerAngles.x);
currentYaw = dampedCurrentYaw = (finalRotation.eulerAngles.y);