Making a pong-like game, and want the ball to reflect according to where on the paddle it hits

(Pretty new to programming) I have made my ball so that it bounces off of the players, and the walls. But Instead of having the angle which it bounces off of the player to be equal to the approach-angle, i want the ball to reflect off of the player according to where on the player it hits. Have looked at other questions like this, but haven’t come across one that could help me.

Here’s what i got so far:

private void OnCollisionEnter2D(Collision2D col)

{
	if (col.gameObject.tag == "Player")
	{
					if (speed < 50)
							speed+=0.5f;
		Debug.Log ("AUCH!");
			}


	// Normal
	
	Vector3 N = col.contacts[0].normal;
	
	
	
	//Direction
	
	Vector3 V = velocity.normalized;
	
	
	
	// Reflection
	
	Vector3 R = Vector3.Reflect(V, N).normalized;
	
	
	
	// Assign normalized reflection with the constant speed
	
	rigidbody2D.velocity = new Vector2(R.x, R.y) * speed;

   
	
}

I recently made a pong game that does just this, here’s the code I used:

function OnCollisionEnter(coll:Collision){
	var contact=coll.contacts[0];
	var contactHeight:float=Mathf.Round((coll.transform.position.y-transform.position.y)*100);// Negative values mean on top
	if(coll.transform.tag=="Player"){
		if(goingLeft){
			goingLeft=false;
		}
		else{
			goingLeft=true;
		}
		speed+=Mathf.Abs(contactHeight/80);
		vertSpeed+=(contactHeight/-20);
	}
	if(coll.transform.tag=="Wall"){
		vertSpeed=-vertSpeed;
	}
	
	if(Mathf.Abs(vertSpeed)>speed*maxVertSpeedFactor){
		vertSpeed=Mathf.Clamp(vertSpeed,-speed*maxVertSpeedFactor,speed*maxVertSpeedFactor);
	}
}