In my current 2D game, I have applied a WorldEnviroment to add 2 Post-Processing effects: Glow and Color Correction.
Because I make my current game for phones, I am concerned with Battery Life, Memory Usage and Performance.
This is why I currently think it's a better idea to lower the width of the Gradient Texture of the Color Correction effect of the WorldEnviroment to almost the bare minimum.
This trades a little bit of my game's artistic authenticity (because it reduces the Glow effect) for
a slightly longer Battery Life, a little bit less of a chance to run out of Memory, and a little bit better Performance.
But how much of each do I actually gain for reducing this Single gradient texture's Width? I can't test this on a low-end phone because I only have a mid-end phone.
Before you ask, I can't completely remove the color correction. This'd make the game feel really dull and lifeless compared to how it is right now, even though the difference is only 2 color codes away from #000 and #FFF. I can semi-easily accept removing the glow, but not the color correction.
This is how the game looks like when I adjust the Width of the Color Correction gradient:
20-wide Gradient Texture (Noticable Glow, artistically intended visuals): 
5-wide Gradient Texture (Unnoticable Glow, compromised visuals for technical benefits): 