Hold in the input istead of toggle?

I have a script that lerps a variable called ‘xOffset’ in the script ‘MouseOrbitOTS’ when an input is pressed. Here’s the script.

var left : float = -0.75; //determines amount of zoom capable. Larger number means further zoomed in
var right : float = 0.75; //determines the default view of the camera when not zoomed in
var smooth : float = 17; //smooth determines speed of transition between zoomed in and default state
var orbitOTS : MouseOrbitOTS;
orbitOTS = gameObject.GetComponent( MouseOrbitOTS );

private var zoomedIn = false; //boolean that determines whether we are in zoomed in state or not
function Update () {
if(Input.GetButtonDown("Switch Shoulders")){        //This function toggles zoom capabilities with the Z key. If it's zoomed in, it will zoom out
zoomedIn = !zoomedIn;
}
if(zoomedIn == true){    //If "zoomedIn" is true, then it will not zoom in, but if it's false (not zoomed in) then it will zoom in.
orbitOTS.xOffset = Mathf.Lerp(orbitOTS.xOffset,left,Time.deltaTime*smooth);
}
else{
orbitOTS.xOffset = Mathf.Lerp(orbitOTS.xOffset,right,Time.deltaTime*smooth);
    }
}

I want to change it so instead of tapping the input, you hold it in. I know it’s a pretty stupid question, but I’m somewhat new to scripting (not new, more like never officially taught). I know it’s a very easy thing to do, and I hope I’m not asking for too much, but could someone convert it? Thanks!

GetButtonDown returns true the exact frame that you press the button, then returns false again until you release and re-press the button. GetButtonUp returns true only in the frame that a button is released. GetButton, on the other hand, returns true for every frame that the button is held.

This kind of convention is repeated in many areas of Unity programming, so it’s best you know exactly what the differences are.