This took a little time to figure out, so I thought I’d share a quick code example.
void Start() {
sizes = new float[11];
sizesTexture = new Texture2D(sizes.Length, 1, TextureFormat.RFloat, false);
vfx.SetTexture(Shader.PropertyToID("Sizes"), sizesTexture);
}
void Update() {
//update the "sizes" array of values every frame here
sizesTexture.SetPixelData<float>(sizes, 0);
sizesTexture.Apply();
}
In the Update Particle block of your graph, create a block similar to this image: