So I'm taking a look at the BatchRendererGroup in 2022.2 and comparing it to my knowledge w. how SpriteRenderers typically work in Unity2D. If i wanted to keep the same workflow, I'd need to adjust the UVs.
It sounds like if I'm going to adjust the UVs BatchRendererGroup may not be the ideal solution since I'd have to possibly register the mesh if the UVs are going to change.
I'm wondering what approaches there while using the BatchRendererGroup (maybe I can have a separate buffer for the shader such that I can store the UVs and then read by the Vertex_ID & Instance_ID also in the shader?)