How to clamp character rotation on Y and X axis?

I’ve got a simple script for rotating a character with MouseDrag but I’m not sure how to apply limits to their rotation. I know how to clamp movement but rotation seems to be a little more complicated. Anyone know how to do this?

 void OnMouseDrag()
    {
        float rotX = Input.GetAxis("Mouse X") * rotSpeed * Mathf.Deg2Rad;
        float rotY = Input.GetAxis("Mouse Y") * rotSpeed * Mathf.Deg2Rad;

        transform.RotateAround(Vector3.up, -rotX);
        transform.RotateAround(Vector3.right, rotY);

    }

Is this what you are looking for?

  void OnMouseDrag()
     {
         float rotX = Input.GetAxis("Mouse X") * rotSpeed * Mathf.Deg2Rad;
         float rotY = Input.GetAxis("Mouse Y") * rotSpeed * Mathf.Deg2Rad;
 
         transform.RotateAround(Vector3.up, -rotX);
         transform.RotateAround(Vector3.right, rotY);
 
        Vector3 myRotation = transform.rotation.eulerAngles;
        myRotation.x = Mathf.Clamp(myRotation.x, minValue, maxValue);
        myRotation.y = Mathf.Clamp(myRotation.y, minValue2, maxValue2);
        transform.rotation = Quaternion.Euler(myRotation);
     }