### Godot version

v4.0.beta12.official [3c9bf4bc2]

### System information

Windows 10, AMD Radeon RX 480 4 GB RAM, 16 gb ram, Intel CPU 4 cores.

### Issue description


When switching to mobile render from forward + The alpha texture on the tree mesh starts to flicker.
Made a video: https://www.youtube.com/watch?v=WdGVi1hdRHo



### Steps to reproduce

Switching to mobile render from forward +

### Minimal reproduction project

Uploaded the project in google link: https://drive.google.com/file/d/1efEV914CWkyWoGzkv3RBMnw9t-4BVTeQ/view?usp=sharing
(only deleted the .godot - i guess its not needed.)
}
		for (const KeyValue<Viewport::CanvasKey, Viewport::CanvasData *> &E : canvas_map) {
			RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value->canvas);
			Transform2D xform = _canvas_get_transform(p_viewport, canvas, E.value, clip_rect.size);
			RendererCanvasRender::Light *canvas_lights = nullptr;
			RendererCanvasRender::Light *canvas_directional_lights = nullptr;
			RendererCanvasRender::Light *ptr = lights;
			while (ptr) {
				if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
					ptr->next_ptr = canvas_lights;
					canvas_lights = ptr;
				}
				ptr = ptr->filter_next_ptr;
			}
			ptr = directional_lights;
			while (ptr) {
				if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
					ptr->next_ptr = canvas_directional_lights;
					canvas_directional_lights = ptr;
				}
				ptr = ptr->filter_next_ptr;
			}
			RSG::canvas->render_canvas(p_viewport->render_target, canvas, xform, canvas_lights, canvas_directional_lights, clip_rect, p_viewport->texture_filter, p_viewport->texture_repeat, p_viewport->snap_2d_transforms_to_pixel, p_viewport->snap_2d_vertices_to_pixel, p_viewport->canvas_cull_mask);
			if (RSG::canvas->was_sdf_used()) {
				p_viewport->sdf_active = true;
			}
			if (scenario_draw_canvas_bg && E.key.get_layer() >= scenario_canvas_max_layer) {
				
				
				RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);