Eh, once we have identified an ‘artifact’, we can blur it (blend the waterfall) or not (keep the waterfall sharp)
If you scroll some posts ago, where I explained the workflow, you can see the artifacts mask.
https://forums.libretro.com/uploads/default/original/3X/9/2/9210adee875540443c7355fa2ceee579c8984092.jpeg
Notice that the waterfall mask is not a solid color, unfortunately, it contains various levels of artifacts, stronger and weaker.
So to blend it good, we have to blur something else too.
Yet, the blur radius depends on the artifact strength (dumbly calculated as a difference versus the original color), this helps at least.
So, the method is the same already described.
With the help of the debug mask, one can select a particular treshold under which (black areas) apply less artifacts blurring and optionally less chroma bleed.
Those settings in the ntsc presrt are tuned by me for sonic, and i think they would work good for other megadrive games.
edit:
As a reminder, NTSC artifacting code on koko-aio only works ok for megadrive; for nes/snes one, I suggest to use just chroma bleed. (bandwidth limited chroma)