Copy the contents of the shaders folder to 
    ...\Substance Designer 5\resources\view3d\shaders or
    ...\Substance Designer 6\resources\view3d\shaders.

Shader emulates the look of the LightmappedGeneric or VertexLitGeneric shaders.

Values in the shader are similar to these .vmt commands: 
Envmap Tint = $envmaptint
Envmap Fresnel = $fresnelreflection/$envmapfresnel
Specular Diffuse Mask Contrast = $phongmaskcontrastbrightness
Specular Tint = $phongting
Specular Fresnel Ranges = $phongfresnelranges
Specular Glosiness = $phongexponent
Specular Boost = $phongboost
Use Metallic = $phongalbedotint
Metallic Boost = $phongalbedoboost

At least one light needs to be active for the specular highlight to work.
Shader behaves differently depending on what shader it's emulating.

LightmappedGeneric can only use one map for envmap mask and specular mask, defaults to specularmask. 
Specular highlight can additionally be masked with modulated diffuse, depending on the Mask Contrast.
Specular highlight has no fresnel.

VertexLitGeneric can use different maps for envmap mask and specular mask, and can make use of glossiness and metallic maps. Metallic map only tints the highlight with the color of the diffuse. You need to pack the metallic map in the green channel of glossiness map for export and use in source.
Envmap fresnel is dependant on the fresnel ranges and metallic.