Thanks a lot for all the replies!
So, again I did some experimenting…
@labris: I tried the render only nth frame with screenshot, but then the blurry area is (of course) async, which doesn’t look nice. This gave me a nice idea though: Whenever I don’t show the RTT in the GUI, I set the renderTarget.refreshRate to 1000, to save FPS and it works great. Thanks. 
@blake: I tested it and the performance of the canvas-approach in the fixed playground is not very good, as you suggested… (and I think I slowly begin to understand why this is and the differences between the two approaches…
Thanks a lot for fixing the playground anyways! (Once my elevator and the controls are fully ready I’ll invite you for a ride 
So I looked a bit more into the other (shader-based) approach and stripped it of all the parts I don’t need, removing the greenscreen-part and converting it into a position-based approach. Which works rather well, I’d say… I’m even able to raise the brightness of the affected area… Webgl is fun! 
Here is a PG —> https://playground.babylonjs.com/#P8HK81#10
However with every bit I understand, there are a lot more things I don’t unterstand 
This part should make sure, that the RTT (and the shader?) is only displayed within the borders of the „image“.
if(insideBox(orgPixel.xy) < insideBox(vUV)){}
But somehow the shader affects also the surrounding scene in a way that (as far as i understand) i didn’t put in anywhere. It makes the edges pixelated (which should be fixable via MSAA as @sebavan suggested) but also messes somehow with the emissive parts(?) of images/meshes. Here is a pic of how it affects my scene.
One can also observe the behavior in the playground (on top of the sphere). It goes away when switching off the guiTexturePostProcess in the inspector.
Can someone please explain to me why this is happening and maybe how to fix it?
Furthermore I lose the opacity of the GUI elements on top of the shader affected area and the button-text gets a pixelated black outline. How is this possible when they are on top of the shader area, or am I thinking CSS here? 
When I also plug in my DefaultRenderingPipeline I get even more strange results. Again in combination with the postProcess. (the Pipeline worked fine before)
The DefaultRenderingPipeline affects the whole Scene, the postProcess only camera or RTT? Jet I can recreate all the DefaultRenderingPipeline effects with postProcesses? What is the difference between the two? Why use DefaultRenderingPipeline?
Sorry for the (again) long post, I would offer a potato, but I don’t know if it’s customary around here… 
I hope at least my questions are getting slightly less stupid 
/////
I really enjoy this forum. It reminds me of the good old (intenet) days - before the invention of social media - when people just met online and discussed topics. Without screaming at each other…
Thanks for that!