What you get is the top-right corner
Screenspace is defined in pixels. The bottom-left of the screen is (0,0); the right-top is (pixelWidth,pixelHeight).
Also I assume your camera position is e.g. z = -10 and you want a world point in front and not behind the camera
So if you want the bottom border you would rather use
screenBounds = Camera.main.ScreenToWorldPoint(new Vector3 (0, 0, -Camera.main.transform.position.z);
If your camera is orthogonal anyway then you don't have to care about the z at all and can just use
screenBounds = Camera.main.ScreenToWorldPoint(Vector2.zero);
In order to not have to calculate twice if you also want to check later if it is above the screen you could also go the other way round though which is often even easier:
// Other than the ScreenToWorldPoint here it doesn't matter whether
// the camera is orthogonal or perspective or how far in front of the camera you want a position
// or if your camera is moved or rotated
var screenPos = Camera.main.WorldToScreenPoint(transform.position);
if(screenPos.y < 0) Debug.Log("Below screen");
else if(screenPos.y > Screen.height) Debug.Log("Above screen");
if(screenPos.x < 0) Debug.Log("Left of screen");
else if(screenPos.x > Screen.width) Debug.Log("Right of screen");
However, using only the transform.position is a bit unreliable since you already would destroy objects that are still (half) visible.
Instead you could use GeometryUtility.CalculateFrustumPlanes to get the planes surrounding the actual camera frustum and then use GeometryUtility.TestPlanesAABB to check wether your objects' Renderer.bounds are actually visible to the camera like e.g.
Renderer _renderer;
Camera _camera;
void Update()
{
if(!_renderer) _renderer = GetComponent<Renderer>();
if(!_camera) _camera = Camera.main;
var planes = GeometryUtility.CalculateFrustumPlanes(_camera);
if (!GeometryUtility.TestPlanesAABB(planes, _renderer.bounds))
{
Debug.Log($"\"{name}\" is outside of the screen!", this);
// and e.g.
Destroy(gameObject);
}
}