I think I was the first to downvote the question and at that time immediately commented clarifying the vote.
I downvoted this question, because it shows no research. I simple web search gives me plenty results and tutorials on procedural rocks in Blender and (Micro-)displacement. Do they not satisfy your needs? If not, why (illustrate)? There will be no perfect way applicable for every situation. Narrow down your field! (Games, Realtime, Still, Animation)
It still resembles a tutorial request more than a Q&A question, and I won't retract my downvote (yet), although you have 5/9 positive votes currently.
When I downvote I...
- don't dislike anyone on a personal level
- don't think the topic is uninteresting
- don't think your personal efforts don't deserve help
instead there simply will be one or two points which make it feel unsuitable for blender.stackexchange, as there are sets of hints for asking good questions.
Yet, there are awesome downvoted q&a's like this out of scope question, which I downvoted, but also had lots of fun writing an answer for. But the generated answer needs a lot of background knowledge to understand and may be not suited for a general audience seeking help.
I will point out what I (subjectively) think could be improved in your question. (Very nitpicky, and I understand that formulations are hard for us non-native speakers.)
Defining your topic
I can make out a block of bold text in your question, containing the question
I wanted to ask if it's also possible to recreate Materials/Textures in Blender like Substance Designer?
If this is the main question it is out of scope, because it requires knowledge about substance painter. The additional information of Substance Designer just mixes textures/noises/patterns to generate materials doesn't resolve this issue. Since most procedural materials do that, we would still need to know about substance painter to recreate its effect/workings.
The second image gives me no additional information, remove it! The first image has displacement as well.

There are many tutorials to create a procedural rock [...], but they are of no use here, because I want to create a rock surface.
Now, it may be difficult as you don't know the correct terminology, but did you actually follow one of those tutorials? Because, in almost every of those tutorials your going to learn about
- modeling (meshes, geometry)
- maybe modifiers (subdivision, displacement)
- materials, textures and displacement
If you followed one of these turials you have created a procedural rock material which is independant of your geometry. You must explain why this method didn't help you! If you need the textures in another application they can't be exported as every engine has it's own equivalent for their procedural techniques. But you don't mention your specific goal. [The material is covered in many tutorials, I followed them.]
Rock Surface = create Displacement, Albedo and Normal Map which is fully procedural [...]
This is important information and should be in the main question. But in what format do you need it? Blender material (can't be [tutorials, blabla]), image texture (can't be fully procedural)
This is my main problem with this question, which makes it unanswerable, because I don't know of a universal format for materials which contain procedural textures.
... if it wasn't for
and please share the .blend file
Ok, so you want a .blend file with a material. This is vital information and should be in the question, not just as an optional piece of the answer.
I want the recreation of Displacement/Normal/Albedo map.
But then a map again. A map refers to a two dimensional abstraction as in UV map. This would imply that you intend to use 2D textures, but your procedural rock needs 3D textures. As you can see, I'm in the dark what your desired output is.
Your last two images are useless.

To me they both show me a cg render of a rock. Nothing more. You explained, that you seek a procedural material and not a geometry creation method. This can't be explained by those two images, they convey identical/similiar information, remove them.
Be more specific
for export in game engines
What game engine? Every game engine is different.
Keep it shorter
- shrink images so they don't block the browser window
don't repeat yourself
The first image of the Rock is what I want to recreate using Displacement, Albedo, and Normal Map
I want the recreation of Displacement/Normal/Albedo map
don't say unnecessary information
Other tutorials/blogs/ Videos are not helping me because they are not the type of rock which I want to create. [This is to vague to be useful.]
Research
a detailed study of a subject, especially in order to discover (new) information or reach a (new) understanding
The stackexchange faq isn't distinct in this point, but I would suggest showing the other users what you tried and then explain what didn't work. Everyone can do a web search of procedural rock material, but that doesn't count as research in my opinion.
I'd personally follow a tutorial with a procedural rock material. Then I'd have the material and assign it to a sphere as in your first example. Then explain in your question what's different from your result to what you want to achieve.
When people don't show me their own research with work/test heavy question I'm tempted to downvote, because it sounds like they want someone else to do their work.
"Hey, we need a procedural rock material for our project but don't have time to study and create it, let's ask the folks at stackexchange.
You will probably be able to do many of the steps of the answer you want. Give us your existing file/method and the answerer can make few and specific adjustments and explain them in depth. Creating a fully procedural rock material for free isn't an answer, its a job.
Research aside, here is how I'd word a question. I'm making some assumptions which aren't clear to me.
Create tileable rock texture maps for export to Unity
I have created this rock shader.
[Image + Blend of shader]
I want to export it as a tileable texture to use with many objects in the Unity game engine. For that I need to create a
- normal_map.png
- color_map.png
- glossy_map.png
- displacement.exr
How can I export the images from Blender?