First you need a way to generate your star prefabs.
This is a simple code that creates your stars randomly:
using System.Collections;
using UnityEngine;
public class StarGenerator : MonoBehaviour {
public GameObject Prefab;
public Vector2 SpawnRange;
public int SpawnNumber = 500;
public float MaxiMaximumSize = 1f;
private void Start()
{
GenerateStar();
}
public void GenerateStar()
{
for (int i = 0; i < SpawnNumber; i++)
{
var star = Instantiate(Prefab, new Vector2(Random.Range(0, 20f),Random.Range(0, 20f)), Quaternion.identity);
float randomsize = Random.Range(0, MaxiMaximumSize);
star.transform.localScale = new Vector2(randomsize, randomsize);
}
}
}

then you can move star randomly.
Remember, after a while, the circles are out of range,so you can Regenerate It by Destroying and Instancing again but Instead of this way you can use Object Pooling.
using System.Collections;
using UnityEngine;
public class Star : MonoBehaviour {
public GameObject Prefab;
private float randomMovement;
/*public Vector2 SpawnRange;
public int SpawnNumber = 500;
public float MaxiMaximumSize = 1f;
*/
private void Start()
{
randomMovement = Random.Range(1, 2f)*Time.deltaTime;
}
private void Update()
{
var horizontal = -Input.GetAxis("Horizontal");
var vertical = -Input.GetAxis("Vertical");
transform.Translate(new Vector2(randomMovement * horizontal, randomMovement * vertical));
}
/*
public void Regenerage()
{
transform.position = new Vector2(Random.Range(0, 20f), Random.Range(0, 20f));
float randomsize = Random.Range(0, MaxiMaximumSize);
transform.localScale = new Vector2(randomsize, randomsize);
}
*/
}

Also you can create procedural stars by shader or particle:
Star Nest
Star particles