Blender Texture Maps to Unity Translation Blender has these options for baking texture maps:
Combination
Ambient Occlusion
Shadow
Normal
UV
Roughness
Emit
Environment
Diffuse
Glossy
Transmission
Subsurface


Unity has these options under Material for texture maps:
Albedo
Metallic
Normal
Height
Occlusion
Emission
Detail Mask


Would someone clear up the confusion for me?
(Unity = Blender)
Albedo = Diffuse
Metallic = ?????
Normal = Normal
Height = ?????
Occlusion = Ambient Occlusion (If I create these for my assets, does that mean less time baking light in Unity?)
Emission = ?????
Detail Mask = ?????


Thanks for your help with this. I'm having a hard time finding any reference. I might not be searching the correct key terms.
Well, I can help with some of these.  the Metallic shader is a mask between what you want to be metal and what you don't.  Height map is the same as a bump map, Emission acts like the Metallic, except seperating emission instead of metal.

I hope this is useful.