You can easily edit the .usf files and modify some current shading model to use wrap diffuse. Adding new shading model is bit more involved task. What kind of material you are trying to do?
Replace SkyAtmosphereLightDirection with whatever your light vector is.
This should only really be used on unshadowed meshes, because it effectively removes the shadow terminator, which will cause jagged aliasing from the shadow depths.
If you use emissive, then the material can behave as if it were dynamically lit (just update the light vector) and it will be able to cast shadows on other objects in the scene, but it can’t receive them. (technically, you could re-implement shadows too, but it will require using a scene capture to get the shadow depth which will be expensive)
Another issue with using emissive lighting is that it is difficult to manage more than maybe 3 light sources at most, so if you need this you will probably have to customize one of the shading models.
Edit: Also you can’t access the reflection scene so if you need reflections, you’re stuck with specifying a static cubemap