Dot product and full screen renderer

goal : I want the screen to turn red with full screen pass renderer as the player does a 180. The screen effect(it turning red) percent will be connected as the player turns around so it wont be at 100% unless the player has done a full 180, this is why im using dot product. There is no certain trigger and this will happen when i press play. I would like the ditherspead float to change according to the player turning and dither spread starting at 0 and hiting x when the player does a full 180.

Im not the best at coding, but I tried to go as far as I could, here Ill leave the script so far. any help would be appreciated.
https://pastecode.io/s/vogsm2qb
or

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering.Universal;

public class FullScreenTestController : MonoBehaviour {

    private Vector3 startDirection;
    private Vector3 _180Direction;

    [Header("Time")]
    [SerializeField] private float _hurtDitherFadeInTime = 5;
    [SerializeField] private float _hurtColorResFadeInTime = 5;



    [Header("References")]
    [SerializeField] private ScriptableRendererFeature _fullscreeneffect;
    [SerializeField] private Material _material;

    private int _DitherSpread = Shader.PropertyToID("_DitherSpread");
    private int _ColorResolution = Shader.PropertyToID("_ColorResolution");

    private const int DITHERSPREAD_START_AMOUNT = 0;
    private const int COLORRESOLUTION_START_AMOUNT = 1000;


    private void Start() {
        _fullscreeneffect.SetActive(false);
        startDirection = Camera.main.transform.forward;
        _180Direction = Camera.main.transform.forward * -1;

    }

    private void Update() {

        if (Input.GetKey("e")) {
            //  _fullscreeneffect.SetActive(true);
            StartCoroutine(Death());
        }

        var dot = Vector3.Dot(startDirection, _180Direction);
   
        


    }
    private IEnumerator Death() {
        _fullscreeneffect.SetActive(true);
        _material.SetFloat(_DitherSpread, DITHERSPREAD_START_AMOUNT);
        _material.SetFloat(_ColorResolution, COLORRESOLUTION_START_AMOUNT);

        float elapsedTime = 0;
        while (elapsedTime < _hurtDitherFadeInTime) {
            while (elapsedTime < _hurtColorResFadeInTime) {

                elapsedTime += Time.deltaTime;

                float lerpedDither = Mathf.Lerp(DITHERSPREAD_START_AMOUNT, -0.09f, (elapsedTime / _hurtDitherFadeInTime));
                float lerpedColorRes = Mathf.Lerp(COLORRESOLUTION_START_AMOUNT, 0f, (elapsedTime / _hurtColorResFadeInTime));

                _material.SetFloat(_DitherSpread, lerpedDither);
                _material.SetFloat(_ColorResolution, lerpedColorRes);

                yield return null;
            }

        }

    }
}

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I did, thank you