Well, your answer is good for your specific situation but you could use LookAtMouse script. That is very handy, beautiful and will work in all type of circumstances.
Pasting the important part of script that you can use easily.
public float speed = 10;
void FixedUpdate ()
{
// Generate a plane that intersects the transform's position with an upwards normal.
Plane playerPlane = new Plane (Vector3.up, transform.position);
// Generate a ray from the cursor position
Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);
// Determine the point where the cursor ray intersects the plane.
// This will be the point that the object must look towards to be looking at the mouse.
// Raycasting to a Plane object only gives us a distance, so we'll have to take the distance,
// then find the point along that ray that meets that distance. This will be the point
// to look at.
float hitdist = 0.0f;
// If the ray is parallel to the plane, Raycast will return false.
if (playerPlane.Raycast (ray, out hitdist)) {
// Get the point along the ray that hits the calculated distance.
Vector3 targetPoint = ray.GetPoint (hitdist);
// Determine the target rotation. This is the rotation if the transform looks at the target point.
Quaternion targetRotation = Quaternion.LookRotation (targetPoint - transform.position);
// Smoothly rotate towards the target point.
transform.rotation = Quaternion.Slerp (transform.rotation, targetRotation, speed * Time.deltaTime);
}
}