For example, say that I have some mystery material that has two or more Principled BSDF
shaders mixed together with Mix Shader
nodes. Would I bake maps for this material by baking sets of maps for each Principled BSDF
shader individually (such that there are two or more color maps, two or more roughness maps, etc.), and then use more Mix Shader
nodes down the road to blend the eventual Image Texture
nodes to make a PBR material? Is it easier than I'm imagining?
EDIT 1: Just to try to make sure that communication is more standard and common, I have this example node set-up that uses more than one Principled BSDF
shader. An answer below says that mixing the inputs would solve the issue, but I'm not entirely sure that I know what that means without seeing it.
So in the example image, how would you go about baking the individual maps properly?