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I would try using Vector3.Lerp in  your CameraScript when applying the new angle. So instead of:

transform.eulerAngles = new Vector3(pitch, yaw, 0.0f);

I would make it 50% in between the previous value and the new one like this:

transform.eulerAngles = Vector3.Lerp(transform.eulerAngles, new Vector3(pitch, yaw, 0f), 0.5f);