How To Create A Touch Zoom System

Hi everyone, I was wondering how I would implement a mobile zoom system where you could zoom into for example an orthographic size of 3 but then it would smoothly take you back to a orthographic size of 4. If that doesn’t explain what I am having trouble achieving then this gif that I made should:

I have already made some mobile touch zoom code which works, but I am unable of figuring out a way to make it so that the user can zoom in sightly past the limit but when they release their fingers it takes them back to the limit. The code that I currently have is here: http://im.ezgif.com/tmp/video_to_gif_1414908791_002dd48b9d.mp4.gif

using UnityEngine;
using System.Collections;

public class PinchZoom : MonoBehaviour 
{
	public float OrthographicZoomSpeed = 0.5F;
	public GameObject childCamera;

	void Update()
	{
		if (Input.touchCount == 2) 
		{
			Touch TouchZero = Input.GetTouch(0);
			Touch TouchOne = Input.GetTouch(1);

			Vector2 TouchZeroPreviousPosition = TouchZero.position - TouchZero.deltaPosition;
			Vector2 TouchOnePreviousPosition = TouchOne.position - TouchOne.deltaPosition;

			float PreviousTouchDeltaMagnatude = (TouchZeroPreviousPosition - TouchOnePreviousPosition).magnitude;
			float TouchDeltaMagnatude = (TouchZero.position - TouchOne.position).magnitude;

			float DeltaMagnitudeDifference = PreviousTouchDeltaMagnatude - TouchDeltaMagnatude;

			childCamera.camera.orthographicSize += DeltaMagnitudeDifference * OrthographicZoomSpeed;

			if(childCamera.camera.orthographicSize <= 3.0F)
			{
				childCamera.camera.orthographicSize = 3.0F;
			}
			if (childCamera.camera.orthographicSize >= 9.0F)
			{
				childCamera.camera.orthographicSize = 9.0F;
			}
		}
	}
}

Thank you in advance for, helping me to code this issue!!

Hey guys don’t worry I figured it out, just for reference ill post the code that I came up with:

using UnityEngine;
using System.Collections;

public class PinchZoom : MonoBehaviour 
{
	public float OrthographicZoomSpeed = 0.5F;
	public float ZoomReset = 1;
	public GameObject childCamera;

	void Update()
	{

		if (Input.touchCount >= 2) 
			{
				Touch TouchZero = Input.GetTouch (0);
				Touch TouchOne = Input.GetTouch (1);

				Vector2 TouchZeroPreviousPosition = TouchZero.position - TouchZero.deltaPosition;
				Vector2 TouchOnePreviousPosition = TouchOne.position - TouchOne.deltaPosition;

				float PreviousTouchDeltaMagnatude = (TouchZeroPreviousPosition - TouchOnePreviousPosition).magnitude;
				float TouchDeltaMagnatude = (TouchZero.position - TouchOne.position).magnitude;

				float DeltaMagnitudeDifference = PreviousTouchDeltaMagnatude - TouchDeltaMagnatude;

				childCamera.camera.orthographicSize += DeltaMagnitudeDifference * OrthographicZoomSpeed;

				if (childCamera.camera.orthographicSize <= 3.0F) 
					{
						childCamera.camera.orthographicSize = 3.0F;
					}
				if (childCamera.camera.orthographicSize >= 13.0F) 
					{
						childCamera.camera.orthographicSize = 13.0F;
					}
			} 
		else if (childCamera.camera.orthographicSize <= 4.0F)
			{
				childCamera.camera.orthographicSize = Mathf.Lerp(childCamera.camera.orthographicSize , 4.0F, Time.deltaTime/ZoomReset);
			}
	}
}