unit – How can I resize an object with a rotation?

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

Public class Scaling: UnityEngine.MonoBehaviour
{
public GameObject objectToScale;
public GameObject lookAtTarget;
duration of public float = 1f;
public Vector3 minSize;
public Vector3 maxSize;
public bool scaleUp = false;
Coroutine scaleCorutine public;
public bool scalingHasFinished = false;

Public Null Inits ()
{
objectToScale.transform.localScale = minSize;
}

public IEnumerator scaleOverTime (targetObj gameObject, Vector3 toScale, flotation time, CameraToScaleCamera object)
{
float counter = 0;
Vector3 startScaleSize = targetObj.transform.localScale;

while (counter <duration)
{
counter + = Time.deltaTime;
targetObj.transform.localScale = Vector3.Lerp (startScaleSize, toScale, counter / duration);

if (scaleUp)
{
var lookPos = lookAtTarget.transform.position - objectToScale.transform.position;
lookPos.y = 0;
var rotation = Quaternion.LookRotation (lookPos);
objectToScale.transform.rotation = Quaternion.Slerp (objectToScale.transform.rotation, rotation, counter / duration);
}
other
{
var lookPos = lookAtTarget.transform.position - objectToScale.transform.position;
lookPos.y = 0;
var rotation = Quaternion.LookRotation (objectToScaleCamera.transform.forward);
objectToScale.transform.rotation = Quaternion.Slerp (objectToScale.transform.rotation, rotation, counter / duration);
}

return return null;
}

scalingHasFinished = true;
}

public IEnumerator scaleOverTime (targetObj gameObject, Vector3 toScale, float duration)
{
float counter = 0;
Vector3 startScaleSize = targetObj.transform.localScale;

while (counter <duration)
{
counter + = Time.deltaTime;
targetObj.transform.localScale = Vector3.Lerp (startScaleSize, toScale, counter / duration);

var rotation = Quaternion.Euler (30, 0, 0);
objectToScale.transform.rotation = Quaternion.Slerp (objectToScale.transform.rotation, rotation, counter / duration);

return return null;
}
}
}

In the first method, he uses Quaternion.LookRotation to watch a camera. And it works well. But in the second method, I want to make a rotation that the object will rotate all around it while resizing without looking.

I have tried:

var rotation = Quaternion.Euler (30, 0, 0);
objectToScale.transform.rotation = Quaternion.Slerp (objectToScale.transform.rotation, rotation, counter / duration);

But that does not change the rotation of the object.