2D - Get size of the shown screen to scale a texture

It is just about a background that needs to be exactly scaled to the seen space.

The environment is 2D and the camera projection orthographic.

I tried a bit around with Screen.height, the orthographic size isn’t regarded here, but I can’t figure out the formula to get the actual size of the seen space.

I need it for the background, because the game works basically with big cells that will be displayed on the texture, so I need it to be exact.

Something I slabbed together quickly. It might work.

    // I'm assuming the the sprite is centering on the camera since it's a background you want to scale.
    // That is GameObject Position is at (0,0,*) while camera is at (0,0,*) as well.
    public static void fitToCamera(GameObject obj)
    {
        float height = Camera.main.orthographicSize;
        float width = height * Camera.main.aspect;

        Vector3 extents;
        if (obj.GetComponent<MeshFilter>() != null) { // If it's a Mesh
            extents = obj.GetComponent<MeshFilter>().sharedMesh.bounds.extents;
        }
        else if (obj.GetComponent<SpriteRenderer>() != null)
        { // If it's a Sprite
            extents = obj.GetComponent<SpriteRenderer>().bounds.extents;
        }
        else {
            // How is your 2D gameObject being rendered really...?
            extents = new Vector3(width, height, 1); // Incase you're not using Mesh or Renderer.
        }
        Vector3 scale = new Vector3(width / extents.x, height / extents.y, 1);
        obj.transform.localScale = scale;
    }