Passing a NativeArray to a Mesh of normals packed as 10_10_10_2.

So I have a NativeArray in unmanaged memory of normals which are packed 10_10_10_2, meaning it’s

struct vec4_packed_int32
{
    int x:10;
    int y:10;
    int z:10;
    int w:2;
};

Can I pass it to a Mesh somehow without rearranging the data in my memory?

From looking at the docs at what we support for mesh vertex formats, we have this:

There is a fuller example of how this works, here: Unity - Scripting API: VertexAttributeDescriptor

I see no mention of the 1010102 format, so, i suspect the answer is no, not via vertex attributes.
You could, in theory, write the data to a GraphicsBuffer, and have a custom shader read/decode the normals from that buffer instead of the normal vertex attribute, but, this would limit what shaders you could apply to the object(s). i.e. you would only be able to use shaders that had this custom decoding mechanism in it.