Shaders are implementation specific, and there are no real standards as to how to process, store, or describe them. Blender uses a variant of OSL for cycles, and a slightly different version for EEVEE. Unity uses DirectX (HLSL) and OpenGL (OGLSL) shaders (based on the target platform), Unreal can do something similar. Substance uses a proprietary format for their PBR shading.
Occasionally, if two tools are widely used, the parties involved will make a bridge between the two. However, without knowing what you are trying to export to, we cannot give much advice.