### 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.)
RendererSceneOcclusionCull::get_singleton()->set_build_quality(p_quality);
}
void RendererViewport::viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels) {
	Viewport *viewport = viewport_owner.get_or_null(p_viewport);
	ERR_FAIL_COND(!viewport);
	viewport->mesh_lod_threshold = p_pixels;
}
int RendererViewport::viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info) {
	ERR_FAIL_INDEX_V(p_type, RS::VIEWPORT_RENDER_INFO_TYPE_MAX, -1);
	ERR_FAIL_INDEX_V(p_info, RS::VIEWPORT_RENDER_INFO_MAX, -1);
	Viewport *viewport = viewport_owner.get_or_null(p_viewport);
	if (!viewport) {
		return 0; 
	}
	return viewport->render_info.info[p_type][p_info];
}
void RendererViewport::viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw) {
	Viewport *viewport = viewport_owner.get_or_null(p_viewport);
	ERR_FAIL_COND(!viewport);
	viewport->debug_draw = p_draw;
}
void RendererViewport::viewport_set_measure_render_time(RID p_viewport, bool p_enable) {
	Viewport *viewport = viewport_owner.get_or_null(p_viewport);
	ERR_FAIL_COND(!viewport);
	viewport->measure_render_time = p_enable;
}
float RendererViewport::viewport_get_measured_render_time_cpu(RID p_viewport) const {