I don't use Unity, but your images show what happens when you use a normal map and height driving 'bump'. Both of those simulate surface displacement in rendering but do not actually displace the surface and therefore have no impact on edges when viewed against other parts of the scene.
The screenshot from painter is using Height to drive displacement. That moves the mesh surface and therefore does show on edges.
As I said I don't use Unity but in Blender I would do the following (so you can look for similar in Unity)
1. Subdivide the surface (if you can use microdisplacement, in Blender it is called adaptive subdivision, where surfaces nearer the camera displace more, then all the better).
2. Drive that displacement from the height map (it requires switching from Bump to Displacement)
Dave
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