### 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.)
if (cl->enabled && cl->texture.is_valid()) {
					
					Size2 tsize = RSG::texture_storage->texture_size_with_proxy(cl->texture);
					tsize *= cl->scale;
					Vector2 offset = tsize / 2.0;
					cl->rect_cache = Rect2(-offset + cl->texture_offset, tsize);
					cl->xform_cache = xf * cl->xform;
					if (clip_rect.intersects_transformed(cl->xform_cache, cl->rect_cache)) {
						cl->filter_next_ptr = lights;
						lights = cl;
						Transform2D scale;
						scale.scale(cl->rect_cache.size);
						scale.columns[2] = cl->rect_cache.position;
						cl->light_shader_xform = cl->xform * scale;
						if (cl->use_shadow) {
							cl->shadows_next_ptr = lights_with_shadow;
							if (lights_with_shadow == nullptr) {
								shadow_rect = cl->xform_cache.xform(cl->rect_cache);
							} else {
								shadow_rect = shadow_rect.merge(cl->xform_cache.xform(cl->rect_cache));
							}
							lights_with_shadow = cl;
							cl->radius_cache = cl->rect_cache.size.length();
						}
					}
				}
			}
			for (RendererCanvasRender::Light *F : canvas->directional_lights) {
				RendererCanvasRender::Light *cl = F;
				if (cl->enabled) {