yes, this follows now the pattern of the dynamic texture, there is FromSpread, FromArray and FromIntPtr. all expect the data as bytes:
download below
not that you need Buffer to read from raw buffers instead of StructuredBuffer in the shader code.
also it is best for performance to have structs that have a data alignment of 32 byte (128-bit). if your struct does not fit exactly you can pad with unused data to fill up to the next 32 byte.
struct Foo
{
float4 Position;
float Radius;
float pad0;
float pad1;
float pad2;
};
Buffer <Foo> FooBuf;
from: Understanding Structured Buffer Performance | NVIDIA Developer