### 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.)
}
	}
	bool can_draw_3d = RSG::scene->is_camera(p_viewport->camera) && !p_viewport->disable_3d;
	if ((scenario_draw_canvas_bg || can_draw_3d) && !p_viewport->render_buffers.is_valid()) {
		
		p_viewport->render_buffers = RSG::scene->render_buffers_create();
		_configure_3d_render_buffers(p_viewport);
	}
	Color bgcolor = p_viewport->transparent_bg ? Color(0, 0, 0, 0) : RSG::texture_storage->get_default_clear_color();
	if (p_viewport->clear_mode != RS::VIEWPORT_CLEAR_NEVER) {
		RSG::texture_storage->render_target_request_clear(p_viewport->render_target, bgcolor);
		if (p_viewport->clear_mode == RS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
			p_viewport->clear_mode = RS::VIEWPORT_CLEAR_NEVER;
		}
	}
	if (!scenario_draw_canvas_bg && can_draw_3d) {
		_draw_3d(p_viewport);
	}
	if (!p_viewport->disable_2d) {
		RBMap<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;
		Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y);
		RendererCanvasRender::Light *lights = nullptr;
		RendererCanvasRender::Light *lights_with_shadow = nullptr;
		RendererCanvasRender::Light *directional_lights = nullptr;
		RendererCanvasRender::Light *directional_lights_with_shadow = nullptr;
		if (p_viewport->sdf_active) {
			
			Rect2 sdf_rect = RSG::texture_storage->render_target_get_sdf_rect(p_viewport->render_target);
			RendererCanvasRender::LightOccluderInstance *occluders = nullptr;