0 is the same as 360, just like -180 is the same as +180.
If you want a different range you can offset it and modulo:
b is from -180 to +180
a is from 0 to 360
float a = (b + 360) % 360;
There is also Mathf.MoveTowardsAngle() to consider.
Again I caution you, this is not a long-term general solution and here is why:
Notes on clamping camera rotation and NOT using .eulerAngles because of gimbal lock:
How to instantly see gimbal lock for yourself:
All about Euler angles and rotations, by StarManta:
https://starmanta.gitbooks.io/unitytipsredux/content/second-question.html