PostProcessing ColorGradingRenderer Null Reference Exception

Hi need help on this

I am getting the following error multiple times in Android device (Mostly in GFX: Mali)

NullReferenceException: Object reference not set to an instance of an object.

UnityEngine.Rendering.PostProcessing.ColorGradingRenderer.CheckInternalStripLut () (at <00000000000000000000000000000000>:0)
UnityEngine.Rendering.PostProcessing.ColorGradingRenderer.RenderLDRPipeline2D (UnityEngine.Rendering.PostProcessing.PostProcessRenderContext context) (at <00000000000000000000000000000000>:0)
UnityEngine.Rendering.PostProcessing.PostProcessLayer.RenderEffect[T] (UnityEngine.Rendering.PostProcessing.PostProcessRenderContext context, System.Boolean useTempTarget) (at <00000000000000000000000000000000>:0)
UnityEngine.Rendering.PostProcessing.PostProcessLayer.RenderBuiltins (UnityEngine.Rendering.PostProcessing.PostProcessRenderContext context, System.Boolean isFinalPass, System.Int32 releaseTargetAfterUse, System.Int32 eye) (at <00000000000000000000000000000000>:0)
UnityEngine.Rendering.PostProcessing.PostProcessLayer.Render (UnityEngine.Rendering.PostProcessing.PostProcessRenderContext context) (at <00000000000000000000000000000000>:0)
UnityEngine.Rendering.PostProcessing.PostProcessLayer.BuildCommandBuffers () (at <00000000000000000000000000000000>:0)
UnityEngine.Rendering.PostProcessing.PostProcessLayer.OnPreCull () (at <00000000000000000000000000000000>:0)

In Unity Crash and Exception Reports Logs following Error & Warning is shown.

Error: Texture creation failed. ‘None’ is not supported for Render usage on this platform. Use ‘SystemInfo.IsFormatSupported’ C# API to check format support.

Warning: ‘R16G16B16A16_SFloat’ is not supported. RenderTexture::GetTemporary fallbacks to None format on this platform. Use ‘SystemInfo.IsFormatSupported’ C# API to check format support.

Unity’s Post Processing Stack effects mostly are not compatible with android devices. Specially most OpenGL ES 2.0 devices can’t render post effects of Post Processing Stack

This crash happens on “LGE/LG-K430/m253” Android device too.
Unity: 2021.1.11f1
Post Processing 3.1.1

UnityEngine.Rendering.PostProcessing.ColorGradingRenderer.CheckInternalStripLut () (at <00000000000000000000000000000000>:0)
UnityEngine.Rendering.PostProcessing.ColorGradingRenderer.RenderHDRPipeline2D (UnityEngine.Rendering.PostProcessing.PostProcessRenderContext context) (at <00000000000000000000000000000000>:0)
UnityEngine.Rendering.PostProcessing.PostProcessLayer.RenderEffect[T] (UnityEngine.Rendering.PostProcessing.PostProcessRenderContext context, System.Boolean useTempTarget) (at <00000000000000000000000000000000>:0)
UnityEngine.Rendering.PostProcessing.PostProcessLayer.RenderBuiltins (UnityEngine.Rendering.PostProcessing.PostProcessRenderContext context, System.Boolean isFinalPass, System.Int32 releaseTargetAfterUse, System.Int32 eye) (at <00000000000000000000000000000000>:0)
UnityEngine.Rendering.PostProcessing.PostProcessLayer.Render (UnityEngine.Rendering.PostProcessing.PostProcessRenderContext context) (at <00000000000000000000000000000000>:0)
UnityEngine.Rendering.PostProcessing.PostProcessLayer.BuildCommandBuffers () (at <00000000000000000000000000000000>:0)
UnityEngine.Rendering.PostProcessing.PostProcessLayer.OnPreCull () (at <00000000000000000000000000000000>:0)

screen_size: 1280 x 720
refresh_rate: 60
gpu_api: 11
gfx: Adreno ™ 405
gpu_version: OpenGL ES 3.0
Android OS 5.1.1 / API-22 (LMY47V/eng.compiler.20191101
scripting_backend: IL2CPP
gpu_driver: V@100.0 AU@ (GIT@Ic4528faa6f)