Does marshalling occur when accessing resources and their properties?

Godot Version

4.7

Question

Hello, everyone.
I believe my question to be straightforward. I would like to know if marshalling occurs when accessing Resources and properties within them, like in the example below:

[Godot.GlobalClass]
public partial class ExampleResource : Resource {
    [Godot.Export]
    public float ValueOne { get; set; }
    [Godot.Export]
    public float ValueTwo { get; set; }
}

[Godot.GlobalClass]
public partial class SomeEntity : Godot.Node {
    [Godot.Export]
    public ExampleResource CoolResource { get; set; }

    public float SomeCalculation() {
        float someValue = someMethod();
        return CoolResource.ValueOne + someValue * 2;
    }
}

The documentation says:

Most properties of Godot C# objects that are based on GodotObject (e.g. any Node like Control or Node3D like Camera3D) require native (interop) calls as they talk to Godot’s C++ core.

Resource is based on Object, but the properties within are not (e.g. ValueOne). I imagine there might be some marshalling at assignment (the initial one or if values change in code), but in my case I expect it to never be changed after the initialization.

I’m asking mostly because if it does happen, I might use an additional field to prevent marshalling if I end up doing multiple calculations within short periods of time.