Problems with rotation after zoom (camera like Sketchfab)
I would like to have a camera like Sketchfab (rotate by dragging and moving; zoom to mouse pointer location) My problem that after zooming to mouse pointer I'd like to rotate around new location (mouse position to which I zoomed), but actually zoom is set to default target and it rotates around it.
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class CameraRotate : MonoBehaviour
 {
     public Transform target;
     public Vector3 targetOffset;
     public float distance = 5.0f;
     public float maxDistance = 20;
     public float minDistance = .6f;
     public float xSpeed = 200.0f;
     public float ySpeed = 200.0f;
     public int yMinLimit = -80;
     public int yMaxLimit = 80;
     public int zoomRate = 40;
     public float panSpeed = 0.3f;
     public float zoomDampening = 5.0f;
 
     private float xDeg = 0.0f;
     private float yDeg = 0.0f;
     private float currentDistance;
     private float desiredDistance;
     private Quaternion currentRotation;
     private Quaternion desiredRotation;
     private Quaternion rotation;
     private Vector3 position;
 
     void Start() { Init(); }
     void OnEnable() { Init(); }
 
     public void Init()
     {
         if (!target)
         {
             GameObject go = new GameObject("Cam Target");
             go.transform.position = transform.position + (transform.forward * distance);
             target = go.transform;
         }
 
         distance = Vector3.Distance(transform.position, target.position);
         currentDistance = distance;
         desiredDistance = distance;
 
         position = transform.position;
         rotation = transform.rotation;
         currentRotation = transform.rotation;
         desiredRotation = transform.rotation;
 
         xDeg = Vector3.Angle(Vector3.right, transform.right);
         yDeg = Vector3.Angle(Vector3.up, transform.up);
     }
 
     void LateUpdate()
     {
         if (Input.GetMouseButton(0))
         {
             xDeg += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
             yDeg -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;            
             yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
             desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
             currentRotation = transform.rotation;
 
             rotation = Quaternion.Lerp(currentRotation, desiredRotation, Time.deltaTime * zoomDampening);
             transform.rotation = rotation;
 
             position = target.position - (rotation * Vector3.forward * desiredDistance + targetOffset);
             transform.position = position;
         }
 
         else if (Input.GetAxis("Mouse ScrollWheel") != 0)
         {
             RaycastHit hit;
             Ray ray = this.transform.GetComponent<Camera>().ScreenPointToRay(Input.mousePosition);
             Vector3 desiredPosition;
 
             if (Physics.Raycast(ray, out hit))
             {
                 desiredPosition = hit.point;
             }
             else
             {
                 desiredPosition = transform.position;
             }
             float distance0 = Vector3.Distance(desiredPosition, transform.position);
             Vector3 direction = Vector3.Normalize(desiredPosition - transform.position) * (distance0 * Input.GetAxis("Mouse ScrollWheel"));
 
             transform.position += direction;
 
         }
     }
 
     private static float ClampAngle(float angle, float min, float max)
     {
         if (angle < -360)
             angle += 360;
         if (angle > 360)
             angle -= 360;
         return Mathf.Clamp(angle, min, max);
     }
 }
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