This looks like the texture uses transparency, but the material is set to opaque, and all pixels of the texture are the same color, including the transparent area. In the material, set the Rendering Mode either to Cutout (Sharp edges) or Fade/Transparent (softer edges, but possible rendering issues when multiple transparent objects are overlapping).
Unfortunately*, Unity handles its materials somewhat differently than Blender when it comes to the textures it uses. Most notably, instead of roughness, it uses smoothness, which is the same, but inverted, so black and white/bright and dark are swapped. Every image editing software I know can do that. The other thing is that the standard materials don’t have a dedicated slot for smoothness. Instead, it can be either in the alpha channel of the base color/albedo, or the alpha channel of the Metallic map. This can be switched with the “Source” option below the Smoothness slider (which acts as a multiplier for the smoothness map, if there is one). This means the material uses one less texture, but not necessarily that less memory is used because with “Normal” compression, a texture with an alpha channel is twice as big as one without. However, the reason why it is like this is probably because compression is less lossy for the alpha channel and so the smoothness is more accurate. With “High Quality” compression though, the alpha channel is actually worse, but in this case there is no difference in size between a texture with and one without alpha channel, so you save memory by not having a separate smoothness texture. And it can be either in the albedo or in the metallic alpha because not every material needs a metallic map, so unless the alpha channel of the albedo is already used for transparency, you also need one less texture then.
As a side note, only the red channel of the metallic map is used for the metallic property, while only the green channel is used for height and occlusion, so if your material has one of those properties, you can put it in the green channel of the metallic map and use it in this slot as well (no property uses the blue channel because it has the worst compression quality).
In order to get the texture into the alpha channel you have to use an image editor that can do it, or an asset like Texture Channel Mixer | Utilities Tools | Unity Asset Store. Since you mentioned Substance painter, this can also export smoothness maps (but it’s called glossiness), and there is an export template for Unity (however, it’s for the Universal Render Pipeline, while you are using the built-In, though the textures work very similar), but I’ve recently found that when using this template, the smoothness map in the alpha channel will be too bright, resulting in objects being too shiny.
In your material you seem to have put the same base color and normal map in the secondary (detail) slots as well, this is probably an error. These slots are meant for separate textures that add (micro-)detail on top of the base textures to make them look more detailed than they really are by increasing the tiling on the detail maps over the base maps (so instead of one very high resolution texture you could use two smaller ones to get a similar amount of detail). However, this only works for materials that are uniform in that they only represent one type of material (metal, wood, stone…), since the detail maps are applied to the entire area of the material.
*It’s not so surprising given that materials in Blender and Unity are used with somewhat different intents. In Blender, the real-time view is meant as merely a preview for the actual render, so it doesn’t accurately represent what it should look like, and materials can become very complex and take a long time to render correctly. It also doesn’t matter as much how many textures are used, how big they are, or whether they are compressed (as long as you have enough memory for rendering). In Unity, however, real-time rendering is the default, and so the shaders are optimized for that, as are the textures. Because of this, it is not easily possible to port Blender materials to Unity, you always have to do some manual work.