Lerping Quaternion Eulers.

Is there anyway to Lerp/Slerp these values so that it takes time to reach them, and it isn’t just instant.
Vector3 dir = target.transform.position - turretBase.transform.position;
Vector3 dir1 = target.transform.position - turretGun.transform.position;

            Quaternion lookRot = Quaternion.LookRotation(dir);
            Quaternion lookRot1 = Quaternion.LookRotation(dir1);

            turretBase.transform.rotation = Quaternion.Euler(0, lookRot.eulerAngles.y, 0);
            turretGun.transform.localRotation = Quaternion.Euler(lookRot1.eulerAngles.x, 0, 0);

You can use Quaternion.Lerp or Mathf.LerpAngle