I have prerendered background scene in my project, I would like to use playmaker to have my Camera's LensShift.x and .y variables follow the player, (I can't change the camera's position or rotation, as this would desync the prerendered image from the invisible 3D geometry behind it). The camera should, hypothetically, pan to follow a "focus" object, (the player by default), based on whether they're inside of a bounding box. I have a WorldToViewportPoint (Vector3) set to track the player's position in screen space, and LensShift.x" and ".y" (Floats) to control the camera's LensShift values. I know I would need a "smoothdamp" to have the LensShift move at an nice velocity towards the player, but at the same time, should those lensShift values reach a outer boundary, have its move velocity set to 0, and the lensShift's values clamped.
Now my question is, how do I set this up in Playmaker so that I:
1.)Have a Camera's LensShift x/y floats follow the player within the confines of a bounding box.
2.)Set up a bounding box that can be set independently between different cameras.
3.) Apply a smoothdamp/clamping property to my LensShift's velocity/bounding boxes.
I'm having trouble figuring out if I should use a "smooth look at" function, or a lerp, or some other 3rd thing I don't know that exists, to plug my screenposition.x and .y floats, (from the WorldToViewportPoint), into lol. And everyone/everywhere I've looked only talks about Unity's cinemachine to set up camera bounding boxes. But there's no documentation that I've seen that integrates lensshift's properties within cinemachine bounding boxes.
Thanks!