Sorry for the confusion, Wes, but this wasn't a Unity integration question. (FWIW, that's been working fine for me, having used the Mask Map approach you lined in your reply.)
The issue I'm having is that within Substance Designer itself, I'm unable to get a good 3D View preview of my substance, because the Mask Map output doesn't map into Metallic, AO, Detail and Smoothness in the 3D View.
I've attached two screenshots to hopefully explain this better. The "Current" screenshot shows what I'm currently doing, where I've made a custom node that generates the Mask Map, but also passes through the Metallic, Smoothness, and AO channels. Right now I'm connecting those Metallic, Smoothness, and AO channels to outputs, and the 3D view looks correct. (Proper glossiness on the right parts.)
But it seems wasteful and unnecessarily complex to manually wire up the Metallic, Smoothness, and AO outputs when I won't actually be using them in Unity. So the "Ideal" screenshot shows me having only three outputs: Base Color, Normal, and MaskMap. And while this is fine for Unity, you can see that the 3D view in this screenshot looks bad. None of the metallic or smoothness of the MaskMap texture is applied in the 3D View.
So, the question is how I can get the 3D view in SD to read the R channel of my maskmap for metallic, and the A channel of my maskmap for smoothness? I tried adding additional usages to my maskmap output (as shown in the "Usages" screenshot), but that doesn't case the 3D view to use it.
Thanks.