Is is possible to change how the prefab override menu is showing serialized values

For Performance reasons I’m serializing a Guid guid as byte[] serializedGuid instead of string.

Is it possible to change how the byte array is rendered in the editor override menu? With a Editor Script or something like that?

Not:e in the image below the Tags are still Guids as strings and the Serialized Guid is byte[].

UPDATE:

Worked as suggested by @Pangamini
Prof of concept :

using System;
using UnityEngine;

public class MyGuidHolder : MonoBehaviour
{
    [SerializeField]
    private SerializableGuid serializedGuidWithDrawer = new SerializableGuid();
    [SerializeField]
    private byte[] serializedGuid = Guid.NewGuid().ToByteArray();
}
using System;
using UnityEngine;

[Serializable]
public class SerializableGuid
{
    [SerializeField]
    private byte[] serializedGuid = Guid.NewGuid().ToByteArray();

    public Guid Guid
    {
        get => new Guid(serializedGuid);
        set => serializedGuid = value.ToByteArray();
    }

    public override string ToString() => Guid.ToString();
}

using UnityEditor;
using UnityEngine;
using System;

[CustomPropertyDrawer(typeof(SerializableGuid))]
public class GuidDrawer : PropertyDrawer
{
	public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
	{
		SerializedProperty serializedGuid = property.FindPropertyRelative("serializedGuid");

		EditorGUI.BeginProperty(position, label, serializedGuid);

		// Ensure the byte array is the correct size for a Guid
		if (serializedGuid.arraySize == 16)
		{
			byte[] guidBytes = new byte[16];
			for (int i = 0; i < 16; i++)
			{
				SerializedProperty byteProperty = serializedGuid.GetArrayElementAtIndex(i);
				guidBytes[i] = (byte)byteProperty.intValue;
			}

			Guid guidValue = new Guid(guidBytes);

			// Display the Guid as a string in a label field, making it not editable
			EditorGUI.LabelField(position, label, new GUIContent(guidValue.ToString()));
		}
		else
		{
			// Display a warning or handle the unexpected array size accordingly
			EditorGUI.LabelField(position, label, new GUIContent("Invalid GUID"));
		}

		EditorGUI.EndProperty();
	}
}

I think that writing a propertyDrawer for the serializedGuid should be enough.