Hm, the fix didn't make it into the 4.0.1 Unity assets so I took a look.
Fixing the Warp function to sample from a stacked Distortion array was pretty easy, just have to add a "leftimage" bool to the Warp/Rectify arguments (if true, is sampling left image, if false, sampling right image) and adding:
y1 += leftimage?0:64;
after y1's initial definition.
However, there's an issue I can't fix. And that's that the RayOffset and RayScale variables that the API is outputting now are total garbage numbers.
In 2.3.1, the RayOffset was always 0.5 and the RayScale was .125 (for both axes), so I tried plugging those numbers in, and they're at least in the right order of magnitude now.... But they're still kind of messed up; it seems like the Rayscale on the Y axis is now almost double the Rayscale on the X axis.
If you happen to have the correct Ray values for the new distortion units on hand, that would hopefully at least let me get some stable tracking going for now...