You could extract the shader locations manually. Take an example from bruce.shader;
Code:
textures/bruce_brick/brick_wall_beige
{
surfaceparm mat_brick_yellow
{
map $lightmap
rgbgen identity
}
{
map textures/bruce_brick/brick_wall_beige.tga
blendfunc gl_dst_color gl_zero
rgbgen identity
}
}
Look at the shader's name: textures/bruce_brick/brick_wall_beige.
From this example, bruce_brick is what should be added to the shaderlist.txt and once you do so any shader starting with textures/bruce_brick will be displayed in Radiant.
Naturally, you ignore what's already on the list.
That's how I created an extended shaderlist.txt for TC:E some time ago.