You could add a Magma modifier to each PRT Loader and set a simple ID channel based on the NodeID of the PRT Loader.
Then add a custom Render Element and use that ID to generate a color. Or you could create your own channel and set a color per PRT Loader directly, then just read that channel and output.
Obviously, this will give you a multi-ID mask, but it won’t be able to provide “deep” data because each pixel can be affected by several semi-transparent particles, but just the closest one will prevail.
Alternatively, you could set up N Render Elements and write the mask of a single PRT Loader into each. This will give you separate masks per Loader, but still won’t give you any idea about how they overlap.
Volumetric rendering is really not a good place to generate Render Elements from, but what you asked for is definitely possible.