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How do you bake texture maps for a material with mixed shaders?

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?