As described here, there is currently no easy and convenient way to assign a UV offset to a texture.
Analysis
While this could be done as a per-Renderer property that adjusts vertex generation, a preferable way seems to be having an additional Material property per-Texture. (Multitexturing, shared among different renderers, etc.)
This could be achieved by providing the appropriate uniforms in the default shader and evaluating them during vertex processing.
For custom shader support, this feature should also be provided as part of a potential shared "shader library".
With regard to this, issues #219 and #220 are closely related.
With offset and tiling values being a Material property, something that could be easily batched as part of vertex data suddenly becomes its own drawcall. This is not ideal performance-wise.
Determine whether this is relevant.
Note: Checked with Unity for reference, and it appears they go the uniform value road. Still, not sure on this.
Summary
As described here, there is currently no easy and convenient way to assign a UV offset to a texture.
Analysis