How to make camera not collide with triggers

In my game, I made so the camera collides with every collider, but how do I make it so it doesn’t collide with triggers? here’s the code

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CameraOrbit : MonoBehaviour
{
private Vector2 angle = new Vector2(90 * Mathf.Deg2Rad, 0);
private new Camera camera;
private Vector2 nearPlaneSize;

public Transform follow;
public float maxDistance;
public Vector2 sensitivity;

// Start is called before the first frame update
void Start()
{
    Cursor.lockState = CursorLockMode.Locked;
    camera = GetComponent<Camera>();

    CalculateNearPlaneSize();
}

private void CalculateNearPlaneSize()
{
    float height = Mathf.Tan(camera.fieldOfView * Mathf.Deg2Rad / 2) * camera.nearClipPlane;
    float width = height * camera.aspect;

    nearPlaneSize = new Vector2(width, height);
}

private Vector3[] GetCameraCollisionPoints(Vector3 direction)
{
    Vector3 position = follow.position;
    Vector3 center = position + direction * (camera.nearClipPlane + 0.1f);

    Vector3 right = transform.right * nearPlaneSize.x;
    Vector3 up = transform.up * nearPlaneSize.y;

    return new Vector3[]
    {
        center - right + up,
        center + right + up,
        center -right - up,
        center + right - up
    };
}

void Update()
{
    float hor = Input.GetAxis("Mouse X");

    if (hor != 0 && Input.GetMouseButton(1))
    {
        angle.x += hor * Mathf.Deg2Rad * sensitivity.x;
    }

    float ver = Input.GetAxis("Mouse Y");

    if (ver != 0 && Input.GetMouseButton(1))
    {
        angle.y += ver * Mathf.Deg2Rad * sensitivity.y;
        angle.y = Mathf.Clamp(angle.y, -35 * Mathf.Deg2Rad, 0);
    }
}

void LateUpdate()
{
    Vector3 direction = new Vector3(
        Mathf.Cos(angle.x) * Mathf.Cos(angle.y),
        -Mathf.Sin(angle.y),
        -Mathf.Sin(angle.x) * Mathf.Cos(angle.y)
        );

    RaycastHit hit;
    float distance = maxDistance;
    Vector3[] points = GetCameraCollisionPoints(direction);

    foreach(Vector3 point in points)
    {
        if (Physics.Raycast(point, direction, out hit, maxDistance))
        {
            distance = Mathf.Min((hit.point - follow.position).magnitude);
        }
    }

    transform.position = follow.position + direction * distance;
    transform.rotation = Quaternion.LookRotation(follow.position - transform.position);
}

}