This is not Unity, this is a math question.
You need to use vector dot multiplication. It's built into unity and equals the product of the lengths of the vectors multiplied by the cosine of the angle between them, so you easily get the angle between the vectors out of it. Of course, unity has a built-in function for that.
Since a lot of operations involving vectors are performed every frame, it helps to be aware of perfomance implications of the code you're running. Sadly, other solutions to this questions are more computationally complex. Also, keep in mind that often you don't need the angle itself: the cosine of the angle is actually easy to work with.
Of course, this answer doesn't cover the case of 270 degrees. However, for this kind of applications, Quaternions fit much better. Basically, the 270 case requires you to know the up vector to calculate it, and vectors themselves (as math abstractions) don't contain that information — so, on the math level, you wouldn't have any way of telling apart the vectors that have 270 and 90 degrees between them.
So, if you really need the 270 case, create quaternions from the vectors (by the way, you can see that up vector is a distinct piece of information here) and then calculate the angle between them. Unlike vectors, Quaternions were created to deal with rotations and directions and Unity has all the functions implemented for that.