Positioning a lineRenderer circle

I am dabbling in unity again :3

My issue is that the white circle C# script attached to a gameobject with lineRenderer, draws in the center of camera.

How should I change my code so I can input cordinates and draw the circle anywhere I want?

Let’s say I want to draw one circle at screen (0,0) and (screen.Width,screen.Height)

How would I program this?

 using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
[RequireComponent (typeof(LineRenderer))]
public class Ellipse : MonoBehaviour
{
     public Vector2 radius = new Vector2(1f, 1f);
     public float width = 1f;
     public float rotationAngle = 90;
     public int resolution = 500;
     private Vector3[] positions;
     private LineRenderer self_lineRenderer;
    
    
     Color c1 = Color.white;
     Color c2 = new Color(1, 1, 1, 1);
    
     void OnValidate()
     {
         UpdateEllipse();
     }
    
     public void UpdateEllipse()
     {
         if ( self_lineRenderer == null)
             self_lineRenderer = GetComponent<LineRenderer>();
            
         self_lineRenderer.positionCount = resolution+3;
        
         self_lineRenderer.startWidth =  width;
         self_lineRenderer.endWidth = width;
        
         self_lineRenderer.material = new Material(Shader.Find("Sprites/Default"));
         self_lineRenderer.startColor = c1;
         self_lineRenderer.endColor = c2;
        
        
         AddPointToLineRenderer(0f, 0);
         for (int i = 0; i <= resolution + 1; i++)
         {
             AddPointToLineRenderer((float)i / (float)(resolution) * 2.0f * Mathf.PI, i);
         }
         AddPointToLineRenderer(1f, resolution + 2);
     }
    
     void AddPointToLineRenderer(float angle, int index)
     {
         Quaternion pointQuaternion = Quaternion.AngleAxis (rotationAngle, Vector3.forward);
         Vector3 pointPosition;
        
         pointPosition = new Vector3(radius.x * Mathf.Cos (angle), radius.y * Mathf.Sin (angle), 0.0f);
         pointPosition = pointQuaternion * pointPosition;
        
         self_lineRenderer.SetPosition(index, pointPosition);       
     }
}

I see, no one’s got a clue on this

can get world position from camera screen pixel position: