Exposing the BRDF Models to the Material Editor?

Poking around at the Unreal Shader Files, is it possible to expose to different PBR BRDF models that are written into the engine to the material editor, so that materials can select them per-material? I’m looking inside BRDF.usf right now in the engine source, and multiple models are there. I assume that we can simply write our own models in here and change the #define PHYSICS_### flags to use that shader when we compile? Is that feasible?

I’m looking into ways to make the renderer much more flexible. Our options are extremely locked down at the moment. This would also be a great way to bypass the current issues with foliage shading, which are forcing us to use very expensive SSS methods.