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Added visual example and possibly clarified question + formatting post

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?

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?

Shader Example