Basically what I mean is:
Assuming you have a quite complex material that you want to optimized into a single principled shader.
Is there any way to bake all the mix-rgb’s and/or mix-shaders together into each map of a principled shader.
The low poly bake options only seems to support diffuse, normal and glossyness. I would like to see roughness, specular and metalness etc as well.
I hope my question makes sense. Thanks!