UPR. SpriteAtlas. Is it necessary as before?

Hello!
I am working on a mobile project and have one question. How we know, URP can combine materials with a single shader as a single batch. But should we continue use combined texture atlases to increase perfomance?
For example:

  1. 4 texture, 4 materials
  2. 1 texture, 4 materials
    Which in this case will be more powerfull?

AFAIK it should still make sense to atlas the textures, its just one asset to load and get into vram etc. What I dont understand is if SRP batch & GPU instancing can be combined. SRP batch is reducing the expensive set pass calls, can we have instance batches in between set pass calls?