How do I rotate player pased on slope

I want to rotate my player’s sprite based on slopes yet I have no clue how to do it.
Here’s what it looks like:

Compared to what I want it to look:

Can anyone help with this?

I would build a new script, separate from the Player’s one, in order to keep things as clean as possible:

using UnityEngine;
public class RotatePlayerSprite : MonoBehaviour {
     [Header("References")]
     public Transform playerSprite; //Up to you to choose if you want to rotate the player or just the sprite
     [ToolTip("If you assigned the hole player to playerSprite, do not assign this")]
     public Transform playerTransform;
     
     [Header("Raycast Settings")]
     public bool userLayerMask;
     [ToolTip("If you set userLayerMask to false, ignore this")]
     public LayerMask terrainLayerMask;
     public int raycastMaxDistance;

     [Header("Animation Settings")]
     public float characterRotationSpeed;
     public bool resetRotationWhenRaycastDoesntHit;

     //Internal variables
     private Quaternion targetRotation;

     private void Update()
     {
            playerSprite.rotation = Quaternion.RotateTowards(playerSprite.rotation, targetRotation, Time.deltaTime * characterRotationSpeed);
     }
     private void FixedUpdate()
     {
            Transform raycastOrigin = (playerTransform) ? playerTransform : playerSprite;
            RaycastHit2D hit;
            if (userLayerMask){
                 hit = Physics2D.Raycast(raycastOrigin.position, -raycastOrigin.up, raycastMaxDistance, terrainLayerMask);
            }else{
                 hit = Physics2D.Raycast(raycastOrigin.position, -raycastOrigin.up, raycastMaxDistance);
            }

            if (hit.transform)
            {
                 targetRotation = Quaternion.Euler(0, 0, Vector3.SignedAngle(raycastOrigin.position, hit.point)); //You have to test this, I am not good at 2D physics
            }else if (resetRotationWhenRaycastDoesntHit)
            {
                 targetRotation = Quaternion.Identity;
            }
     }
}