Not quite sure what you mean, but since you have the angle of your FOV on the camera, you can project a vector along the viewport edges to any specific distance and then read back those co-ordinates as world-space, screenspace or whatever.
Perhaps you can explain a little more clearly what you are trying to achieve?
Vector3 a = camera.ScreentoWorldPoint(new Vector3(0, Screen.height/2, 10.0f));
Vector3 b = camera.ScreentoWorldPoint(new Vector3(Screen.width, Screen.height/2, 10.0f)
float dist = Vector3.Distance(a, b);
Let me know if it works for you, may need some adjustments. For instance, the 10.0f is in the direction of the pixel position, but if you wanted the distance to be 10.0f from the center of the screen, that’s more math.
You can do this a bit more simply with a bit of trigonometry. If you imagine looking at the view frustum side-on then you can think of it as two right angled triangles reflected around the centreline (ie, the centre of the view). You can then use Mathf.Tan with half of the FOV angle to calculate half of the screen height which can then, of course, be doubled to get the full height:-