### 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.)
width = CLAMP(p_viewport->size.width * scaling_3d_scale, 1, 16384);
					height = CLAMP(p_viewport->size.height * scaling_3d_scale, 1, 16384);
					render_width = width;
					render_height = height;
					break;
				case RS::VIEWPORT_SCALING_3D_MODE_FSR:
					width = p_viewport->size.width;
					height = p_viewport->size.height;
					render_width = MAX(width * scaling_3d_scale, 1.0); 
					render_height = MAX(height * scaling_3d_scale, 1.0);
					break;
				case RS::VIEWPORT_SCALING_3D_MODE_OFF:
					width = p_viewport->size.width;
					height = p_viewport->size.height;
					render_width = width;
					render_height = height;
					break;
				default:
					
					WARN_PRINT_ONCE(vformat("Unknown scaling mode: %d. Disabling 3D resolution scaling.", scaling_3d_mode));
					scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
					scaling_3d_scale = 1.0;
					width = p_viewport->size.width;
					height = p_viewport->size.height;
					render_width = width;
					render_height = height;
					break;
			}
			p_viewport->internal_size = Size2(render_width, render_height);