I believe you are refer to putting MaterialProperty attribute at IComponentData. For this I have some feedbacks for u to improve. - Currently it's really hard to achieve semi transparent of 3D model at game object. I would like to see it become super simple at Hybrid Renderer. For my case I'm using URP but I think it's really nice to make work out of the box at HDRP too. I can just set MaterialProperty attribute with _BaseColor to change the alpha of the model. When changing alpha less than 1, it will auto switch surface to Transparent at background and it just works. I dun need to care about whether the shader of material is Lit, Simple Lit, Shader graph or custom shader. Hybrid Renderer will just take care of it. At current game object, it's not the case. I need clone another material, set surface to Transparent and then swap the material at runtime to achieve it. I need to write a lot of complex code to solve this problem. For material that using shader graph I need to mimic _BaseColo property since shader graph dun have such property that available at Lit / Simple Lit shader. There's one issue at Shader Graph I would like URP team to solve it that you when u set Surface to Opaque, some properties will be stripped out from the shader graph that not have the same behavior like Lit / Simple Lit which is really suck. Sometimes there's edge case that I need to clone shader graph and set surface to Transparent to solve the problem. I hope shader graph behave exactly like Lit / Simpe Lit that has _BaseColor property to set so I dun need to hack it to unify the _BaseColor property. - Another issue at game object is when working on merge multiple models and textures into single one at runtime, you need to tick Read/Write Enabled to make it work but it will consume double memory. Since Hybrid Renderer model is that all data is persistent on the GPU, will this no longer the issue anymore?