thinInstanceSetAttributeAt(BABYLON.VertexBuffer.UVKind bug

When you define an attribute with thinInstanceSetAttributeAt, the value you provide for each thin instance will be used for the whole thin instance, that is for all vertices of the mesh when this thin instance is drawn. For uv, it means all vertices will get the same uv coordinates, which is not what you want. What you can do is add an offset to the uv coordinates: