Create an offset to adjust Quaternion rotation

Hi all, I use the following script to make the player rotate to look at the mouse position. However, my model needs to be rotated a little to compensate on a couple of animations so I would like to have a float offset that I can use to adjust the rotation either + / - its set value from the mouse position.

I have created a public float, I just cannot figure out how you apply it in the code that rotates the player model.

Here is the code, please can someone help me?

using UnityEngine;
using System.Collections;

public class PlayerTurn : MonoBehaviour {

    Rigidbody playerRigidbody;
    int floorMask; 
    float camRayLength = 100f;
    public float offset = 0.0f;

    void Awake()
    {
        playerRigidbody = GetComponent<Rigidbody>();
        floorMask = LayerMask.GetMask("Floor");
    }

	void FixedUpdate () 
    
    {
        Turning();
	}

    void Turning()
    {
        Ray camRay = Camera.main.ScreenPointToRay(Input.mousePosition);
        RaycastHit floorHit;
        if (Physics.Raycast(camRay, out floorHit, camRayLength, floorMask))
        {
            Vector3 playerToMouse = floorHit.point - transform.position;
            playerToMouse.y = 0f;
            Quaternion newRotation = Quaternion.LookRotation(playerToMouse);
            playerRigidbody.MoveRotation(newRotation);
        }
    }
}

You can do something like this: with line 31:

  Quaternion newRotation = Quaternion.AngleAxis(offset, Vector3.forward) * Quaternion.LookRotation(playerToMouse);

…or:

  Quaternion newRotation = Quaternion.LookRotation(playerToMouse)  *(Quaternion.AngleAxis(offset, Vector3.forward);

The only difference is order, and which will work depend on your setup. Also the second parameter to the AngleAxis() is the axis of rotation. Depending on what you want to do and the order you select, it may be a world axis like Vector3.forward, or you may want to use a local axis like transform.forward. How you set this up will depend on the exact problem you are trying to solve.