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In the end you probably rather must setup the shader nodes / shader code in the target engine you want to use your models in instead of in blender.
As in you are making a model, exporting it into Blender, then importing it as an FBX into a different Blender scene?
If this is what you are doing, there is a different method, above the import/export menus there is "Link" and "Append". I've never used those personally, but I think they probably would allow to you bring your Blender materials with you into a new file. Those two options are specifically for moving objects to different Blender files.
But if you are exporting them as .fbx to use them in another program or game engine, then to my knowledge bestdani is right. Your blender node setups cannot go with any of the export formats, and you have to set up your material again in whatever program/game engine you are exporting to, with whatever technique this program/engine uses. The image texture files you are using in your scene would have to be exported as image files so you can use them in the node setup or whatever the other program is using.