### 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.)
}
		RENDER_TIMESTAMP("< Render Viewport " + itos(i));
		objects_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME];
		vertices_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME];
		draw_calls_used += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME];
	}
	RSG::scene->set_debug_draw_mode(RS::VIEWPORT_DEBUG_DRAW_DISABLED);
	total_objects_drawn = objects_drawn;
	total_vertices_drawn = vertices_drawn;
	total_draw_calls_used = draw_calls_used;
	RENDER_TIMESTAMP("< Render Viewports");
	
	RSG::rasterizer->prepare_for_blitting_render_targets();
	for (const KeyValue<int, Vector<BlitToScreen>> &E : blit_to_screen_list) {
		RSG::rasterizer->blit_render_targets_to_screen(E.key, E.value.ptr(), E.value.size());
	}
}
RID RendererViewport::viewport_allocate() {
	return viewport_owner.allocate_rid();
}
void RendererViewport::viewport_initialize(RID p_rid) {
	viewport_owner.initialize_rid(p_rid);
	Viewport *viewport = viewport_owner.get_or_null(p_rid);
	viewport->self = p_rid;
	viewport->render_target = RSG::texture_storage->render_target_create();
	viewport->shadow_atlas = RSG::light_storage->shadow_atlas_create();
	viewport->viewport_render_direct_to_screen = false;
	viewport->fsr_enabled = !RSG::rasterizer->is_low_end() && !viewport->disable_3d;
}
void RendererViewport::viewport_set_use_xr(RID p_viewport, bool p_use_xr) {