Of course, the other option is just reapply everything in Unity to all the materials by doing 'Extract Materials', and referencing Blender Shader/Materials to know what textures to use if you are unsure. If doing this method (which is a bit tedious for larger projects) you will need to instead of using Bump Map, Light Map, instead use Normal Map/Metal map/etc. The only solution I found is to manually edit each materials shader in Blender, unlink the XPS Shader and reattach the textures to the shader Unity can handle, that being Principled BSDF from my understanding:
From my research, it seems this is because when XPS exports the model, it exports with an XPS Shader that Blender can read, but Unity cannot, therefore Unity converts the materials to work with Unity and loses the texture linkage. When XPS model is opened in Blender, it has all materials and textures attached, but when opened in Unity, it loses the texture attachments.
Click to expand.I don't think you understand the question or the issue.