How to calculate the force required to overcome rigidbody2d drag?

Hi,
I would like to apply an instant force to a Rigidbody so it reaches a point within a given time. Below is the code I have been using to accomplish this.

This code has been working very well for me. However, I would now like it to take into account the drag of the Rigidbody2D.
How can I adjust the above code so the Rigidbody2D can reach targetposition in the timetoreach with a single force and compensate for drag?

If you could leave a reply, I will be most grateful.

public Transform targetPosition;
public float timeToReach = 2.0f;
private Rigidbody2D rb2d;
float time;

void Start()
{
    rb2d = GetComponent<Rigidbody2D>();
    force();
}

void Update()
{
    time += Time.deltaTime;
    if(Vector2.Distance(transform.position, targetPosition.position) <= 0.25f)
    {
        Debug.Log(time);
    }
}

void force()
{
    Vector2 initialPosition = rb2d.position;
    Vector2 distance = (Vector2)targetPosition.position - initialPosition;
    Vector2 acceleration = 2 * distance / (timeToReach * timeToReach);

    // Calculate the force considering the drag
    float mass = rb2d.mass;
    Vector2 initialVelocity = Vector2.zero; // Assuming the object starts from rest
    Vector2 force = mass * acceleration* initialVelocity;

    // Apply the force to the Rigidbody2D
    rb2d.AddForce(force, ForceMode2D.Impulse);
}