Artists that are using Quixel but complaining on processing speed and overall workflow when what you see in Quixel is not the same with what you get when the textures are imported in Unity. I currently work on asset that will allow artists to make PBR textures right inside Unity Editor.
ID map (see the photo) being parsed to colors. That colors are used as a mask for "smart material"(picked from gallery) applied to corresponding slot. The final result is unity material with textures exported from Tool. Each texture is processed from layers.
All image processing done with shaders (to be calculated on GPU): cavity generation, color masks, color processing, etc. Inspectors written using MaterialEditors & shader properties. All data serialized to Project asset which could be edited later.