Hey mate! As I told you yesterday on steam it's possible to do; however, NOT using exactly the same texture, but a version of it with different values. This is really simple and straight forward to do
There IS an entity capable to change some parameters inside some material files (VMT) in game; unfortunately, not the case of the SolidEnergy* shader based-textures. I already tested myself some time ago and I can confirm it doesn't work, every time you fire the output you get a white (lack of) texture. This entity is the material_modify_control*. Anyways, this entity will change the specific texture you are using located into the specific path you set, therefore all brushes textured the same would behave exactly the same! 
You can test it by yourself, let me briefly tell you how to from off the top of my head (if when I arrive home I notice any mistake I'll correct this post and warn you on steam):
- Place this entity wherever in your map.
- Set your fizzler's name as the parent* entity on the material_modify_control* entity properties.
- You'll need to edit your fizzler texture and add a new proxy called MaterialModify (or alternatively "MaterialModifyAnimated") altogether with the FizzlerVortex proxy already present in your texture, like so:
Proxies
{
FizzlerVortex
{
}
MaterialModify
{
}
}
- Set the path to your fizzler material file into the "Material to Modify" property. And choose a parameter to modify in the "Material variable to modify" property (like the $flow_lerpexp).
- And finally fire some output:
- OnMapSpawn > [material_modify_control_name_here] > SetMaterialVar > [whatever value]
Just create another texture changing some values 