fuck it, I did the math, swizzle your quaternions (w,x,y,z) why not
(-x, w, -z, y) is 180° around X
(-y, z, w, -x) is 180° around Y
(-z, -y, x, w) is 180° around Z
btw those are "local space"/intrinsic rotations, here are the "world space"/extrinsic rotations:
(-x, w, z, -y) is 180° around world X
(-y, -z, w, x) is 180° around world Y
(-z, y, -x, w) is 180° around world Z
here's an implementation of quaternion swizzling for super cheap 180° rotations in Unity, enjoy https://github.com/FreyaHolmer/Mathfs/blob/446593cea11f7a25b8e73b8398d77f665039bcee/Runtime/Extensions.cs#L159-L177…