How to calculate projectile (baseball) distance with drag factor

I am making a baseball game and need help calculating the landing spot of a hit ball.
I know the velocity and the launch angle, so I can use this code to project the landing spot without drag:

float dist = ((velocity * velocity) * Mathf.Sin(2 * ball.lastHitData.launchangle * Mathf.Deg2Rad)) / 9.81f;

Unfortunately, having no drag is unrealistic, and as of now the ball’s rigidbody has the Drag property set to .2. How can I calculate the landing distance with the RigidBody Drag factor incorporated?

That’s quite difficult. See my answer on this forum post on how the drag value is applied.

Unity’s drag is just a linear drag and doesn’t represent real world drag .