Maybe, though we've not had a request for this before.
FWIW, in the past I worked on a game with our Spine colleague, Mario, where we rasterized SVG and packed it into an atlas at runtime. This was neat because it rasterized at a resolution reasonable for the user's screen size, and also SVG files are much smaller than images. However, the difference on a small mobile device screen is relatively small and the complexity of rendering SVG is very high.
In most projects, I bundle multiple atlases (automatically scaled down) with the game, then choose the most appropriate size based on the user's screen size. That works best for UI and most 2D games. If you really need LOD, using mipmaps is easy and the quality is good, even if not as good as rasterizing at a smaller size. Finishing a project is usually more important than a tiny quality improvement. 😉 If you really want to rasterize your own mipmaps, writing a tool to assemble them shouldn't take long. I would use libgdx to do it.