By-pass the 'shortest route' aspect of Quaternion.Slerp


when using Quaternion.Slerp for rotating an object, the function will pick the shortest path to get to that position. Is there any way to bypass this and force the direction of the rotation (clockwise or counter-clockwise) or should I use another function?

I need to rotate a door let’s say from 0 degrees to 225 degrees. But instead of the door going through each and every one of the 225 degrees, it rotates the other way around so it only has to rotate 135 degrees, which is not what I want.

See Maeslezo’s answer over here