I want to create procedurally generated landscape meshes with a flat shaded look in Unity3D.
I thought it would be the best to create three unique vertices
The simple answer is
Unity does not, in the slightest, "look for" shared verts. No 3D pipeline has anything to do with shared verts. Shared verts does not help or hinder the 3D pipeline in anyway at all.
(Very often, when for example we are making dynamic mesh, we just "never use shared verts at all" because, as you have probably found, it's often far simpler to not use shared verts.)
The one and only reason to use shared verts is if, for some reason, it happens to make it more convenient for you. In that case the 3D pipeline (Unity or elsewhere) "allows" shared verts, with no downside.
There might be 2 considerations for using shared vertices:
These are no big reasons, but as most of the meshes from other 3D programs that you encounter, it's probably best to get used to shared vertices.