InstancedMesh vs. InstancedBufferGeometry

Its posible to use several materials like phong, standard, lambert in one shader and one draw calls, but bad solution, because will be very big code and warst fps
Its posible to set different colors, textures to different objects in instancedBufferGeometry and InstancedMesh
For me instancedBufferGeometry is raw solution of InstancedMesh fo custom developing.
For you maybe simple be using instancedMesh
My sprites with 13 textures is instancedBufferGeometry, 1 draw call