Having your edges hardened by splitting creates doubled up vertices on separate normal islands like below.
When you go to tessellate each face is moved along its normal and because they are not welded at the corners,
you get the effect of each plane flying off into space on its own.
This has some consequences for your workflow as you cannot rely on the quick and easy edge split for your mesh.
You’re going to need to bake your normal maps in substance painter from a high poly to get the lowpoly mesh to look crisp and sharp.
Also, you need to change your tint colour on your material! I am not sure why unity defaults to a slightly grey, but it sure is easy to not notice your colours are slightly darker. Hope this helps get you started.