### 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.)
RSG::texture_storage->set_default_clear_color(p_color);
}
void RendererViewport::viewport_set_canvas_cull_mask(RID p_viewport, uint32_t p_canvas_cull_mask) {
	Viewport *viewport = viewport_owner.get_or_null(p_viewport);
	ERR_FAIL_COND(!viewport);
	viewport->canvas_cull_mask = p_canvas_cull_mask;
}
void RendererViewport::call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window) {
	DisplayServer::get_singleton()->window_set_vsync_mode(p_mode, p_window);
}
int RendererViewport::get_total_objects_drawn() const {
	return total_objects_drawn;
}
int RendererViewport::get_total_vertices_drawn() const {
	return total_vertices_drawn;
}
int RendererViewport::get_total_draw_calls_used() const {
	return total_draw_calls_used;
}
RendererViewport::RendererViewport() {
	occlusion_rays_per_thread = GLOBAL_GET("rendering/occlusion_culling/occlusion_rays_per_thread");
}