With power and angle, what is the best way to create a parabolic arc?

I’m creating a custom controller for a Launch-type game. My opening sequence is already scripted and produces two variables: Angle, and Power. I do not want to use this with a Rigidbody and physics but create the actual parabolic arc and movement myself - I’m targeting lower-end devices. What kind of formula, or script would be best for this method?

EDIT: My goal is to do this using transform. I’ve already set up the smoothing in order to handle the movement.

transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * smooth);

I’m not sure if you know this, but if you have a non-kinematic Rigidbody and set its velocity and let gravity influence it, it’ll follow a parabolic arc. There are simple, specific equations you can use to calculate a projectile’s trajectory.

For a slightly more lightweight solution, could alternatively define a class similar to this (in C#):

public class MyProjectile : MonoBehaviour {
    public Vector3 gravity = new Vector3(0f,-9.81f,0f); //could instead use Physics.gravity
    private Vector3 velocity;
    public void Awake() {
        enabled = false; //start off disabled
    public void FixedUpdate() {
        //apply gravity
        velocity += gravity*Time.fixedDeltaTime;
        /*if you're wanting to collide with things, here would 
        be a good place to perform physics sweep tests / raycasts
        as needed to know where to stop your object and make it 
        transform.position += velocity*Time.fixedDeltaTime;

    //call this from whatever script / method you want to 
    //initialise a projectile from. Eg, if done in another C# 
    //script, where projectilePrefab is a prefab you've made 
    //with this script attached:
    //GameObject o = (GameObject)Instantiate(projectilePrefab);
    //MyProjectile p = o.GetComponent<MyProjectile>();
    //if (p) {
    //    p.Initialise(somePower,someQuaternionAngle);
    public void Initialise(float power, Quaternion angle) {
        //here, power is speed (ie the magnitude of velocity)
        velocity = angle * Vector3.forward * power;
        enabled = true; //enable this script's update methods once we've initialised