Unfortunately Maya's instancer doesn't give any information about the particle that created a given instance. The only hacks I can think of are not very robust.
I think the fastest, most reliable and most portable way to solve this in maya is to write a python scripted plugin instancer that outputs a mesh (assuming your input is a mesh).
In the mesh class there are methods to specify how your UVs are laid out. You could either copy the layout of the input mesh UVs but have them offset based on the id of the particle, or you could attach blind data to the output mesh components. In the latter case you would need to write a hardware shader to access the blind data if you also wanted to see textures in the viewport.