Oculus Application Spacewarp on Unity 6

Is anybody trying to use Application Spacewarp for Quest from Unity 6 yet? We are using it from Unity 2022.3 right now, so that means we’re using Meta’s fork of an older version of URP. Has anybody yet tried to modernize this for the latest URP in Unity 6? If so, how’s it going?

Hey there!
I can confirm that all you should need for spacewarp to properly work is the latest version of U6 + the URP package (as it contains a new pass to support the feature) + some of Unity’s base shader, like Simple Lit as you mentionned (or you could modify your own shaders as needed). As Thomas mentioned, we are working on adding the support of spacewarp to shadergraph for a bit more flexibility.

I think the latest unofficial build is for URP 16

Otherwise we gotta wait for Unity

We plan to ship URP SpaceWarp in U6 for Quest. Majority of the code has already landed. We are working on the ShaderGraph support and hopefully to get that to developer hand later this year/early next year.
If you plan to hand authorize shaders, you could already check U6 and try SpaceWarp with OpenXR package(most of the spacewarp document Meta authored still apply). You will need Meta’s sdk package to enable the feature.
This is a fairly recent development and we are still working on docs/learning materials etc, and we also work with Meta on updating their docs later this year.
For folks who are very interested in the tech details, here are some starting places to checkout the code:
URP pass: Graphics/Packages/com.unity.render-pipelines.universal/Runtime/Passes/XRDepthMotionPass.cs at fc267ad41df7e0cf39300c4c4d57dd1dc890c054 · Unity-Technologies/Graphics · GitHub
URP simple lit shader: Graphics/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLit.shader at fc267ad41df7e0cf39300c4c4d57dd1dc890c054 · Unity-Technologies/Graphics · GitHub

Holy moly that is fantastic news! We are still using meta’s old fork of urp to use ASW right now which is very painful. This is the single most important and impactful feature that Unity could possibly offer for our game so thank you for doing it and for sharing the news!

So as long as we are only using simple lit and/or are willing to modify other shaders as needed, you’re saying this should already work right now with the latest Unity 6 without a custom urp package?

Any Unity devs able to comment at all?

So to confirm, based on what @ThomasZeng said, we need to use the OpenXR plugin and NOT the Oculus XR plugin in order to use this, correct?