Two common solutions:
You can make the pupil an actual piece of geometry - just a sphere with a black surface shader - and scale it up and down.
Or.. you can use a ramp texture. Set the ramp type to "circular" and the interpolation to "none." Apply it to your eye mesh with a planar projection. Plug textures into the ramp for the pupil, iris, and cornea. Now, by keying the position of the ramp inputs, you can make the pupil scale up and down.