camera smooth zoom out in 2D with player scale

I have a player object that gather’s power-ups that grows in size.

I used a public int called dnaCounter.

I then have a camera script attached to my main camera that follow’s my player character around and that’s in the player object. I access the player object to get the counter.
Simply, I increased the orthograhpicSize by taking note of the counter but the zoom feels off, and it is not smooth.

private void FixedUpdate()
{
    size = player.GetComponent<CharacterController2D_4D>().dnaCounter;
    if ( size >= 7 )
    {
        size = 7;
    }
    GetComponent<UnityEngine.Camera>().orthographicSize = ((Screen.height / (8 - size)) / cameraDistance);
}

I have found similar solutions that use Mathf.lerp to smooth it out, but I’m unfamilar with how this to incorporate this into my current solution.

Any suggestions?

public float minimum = -1.0F;
public float maximum = 1.0F;

    // starting value for the Lerp
    static float t = 0.0f;

    void Update()
    {
        float _minimum;
        float _maximum; 
        if(Zoom)
        {
            _minimum = maximum;
            _maximum = minimum;
            minimum = temp;
        }
        else
        {
            _minimum = maximum;
            _maximum = minimum;
        }
        }
        // animate the position of the game object...
        camera.orthographicSize = Mathf.Lerp(_minimum, _maximum, t);
        
        if(t>maximum}}t<minimum)
        {
          //stop reaction and reset timer
          t=0;
        }
        t += 0.5f * Time.deltaTime;
    }

hope this helps, please report if I can do anything for you