Make a camera follow and rotate around two playera

I have the script of rotation around and following for one player. How should i change it so that it follows two players and revolves around them

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

public class PlayerFollow : MonoBehaviour {

    public Transform PlayerTransform;

    private Vector3 _cameraOffset;

    [Range(0.01f, 1.0f)]
    public float SmoothFactor = 0.5f;

    public bool LookAtPlayer = false;

    public bool RotateAroundPlayer = true;

    public float RotationsSpeed = 5.0f;

	// Use this for initialization
	void Start () {
        _cameraOffset = transform.position - PlayerTransform.position;	
	}
	
	// LateUpdate is called after Update methods
	void LateUpdate () {

        if(RotateAroundPlayer)
        {
            Quaternion camTurnAngle =
                Quaternion.AngleAxis(Input.GetAxis("Mouse X") * RotationsSpeed, Vector3.up);

            _cameraOffset = camTurnAngle * _cameraOffset;
        }

        Vector3 newPos = PlayerTransform.position + _cameraOffset;

        transform.position = Vector3.Slerp(transform.position, newPos, SmoothFactor);

        if (LookAtPlayer || RotateAroundPlayer)
            transform.LookAt(PlayerTransform);
	}
}

public Transform PlayerTransform02; // add
Transform focus; // add
Vector3 direction; // add
float distance; // add

    void Update()
    {
        direction = (PlayerTransform02.position - PlayerTransform.position).normalized;
        distance = Vector3.Distance(PlayerTransform.position, PlayerTransform02.position) * 0.5f;
        focus.position = PlayerTransform.position + (distance * direction);
        // follow "focus", rotate around "focus"
    }

untested so you may need to invert a value, but this is basically what you want to do. follow and rotate around a point between them. easiest way is to just offset the third point -from- the player position -towards- second players position -by- half of their distance

You just need to get the direction:

Vector3 direction = playerTwo.transform.position - playerOne.transform.position;

That contains the direction in world space and the length of the vector that extends between the 2 positions. Now multiply by 0.5f to get the midway point between the 2 positions and add it to the player one position:

Vector3 pivotPoint = playerOne.transform.position + (direction * 0.5f);

That is your mid point. Get your camera to focus on that

Thank you all very much it works beautifully!