I did, but it was kind of a hack job I did. Not the cleanest implementation. I'd love to see this feature get some official support or see myself getting the time to clean up the impl i did myself.
Basically meshs already have a uv2 parameter, so I had to pass a 2nd set of UV that I wanted, in this case it was just 0-1 for each letter in a label, through to the render call. This involved adding uv2's, basically anywhere you see .uv, in UIGeometry, UIFont, UILabel, UISprite, and UITexture.
I had hard coded my uv2 coordinates in UIFont just after the uvs.Add call is made in the Print(). If you're looking to animate them, you will want to do more work there then I had.
Also as a side note, you might get more use out of making a mask shader and UV animating a texture across an alpha mask. Thats how we do things like gold glints across text.