unity – How to stop my particle systems from being frustum culled

Please could somebody advise on whether it is possible to control the culling of particle systems in Unity? I am referring to the entire system, not individual particles.

In my use-case, I am modifying the vertex transformation to get the “distant object effect”.

When the camera thinks it is not viewing something it will cull it (frustum culling).
For most game objects you can get around this by inflating the size of the bounds to make the camera think it is within its frustum and therefore not get culled. However, particle systems are not a single object, they are many particles and I can’t see a way of manipulating the total bounds of the system.

Any ideas?