Does someone know a math. alternative for Quaternion.FromToRotation?

I have this code:

Quaternion.FromToRotation(Vector3.up, (v0 - v1).normalized)

which uses both the Quaternion.FromToRotation and Vector3.normalized.

I can replace Vector3.normalized with math.normalize((v0 - v1)) and replace Vector3.up with new float3(0f,1f,0f) but the math.quaternion does not contain an alternative for Quaternion.FromToRotation.

I don’t know the math behind this function but it was the only method I found that could rotate the object correctly.

Kind regards,