I just tested it, I don’t think it actually needs to have any amount of translucency, it just needs to be a translucent blend mode. I set “output depth and velocity” to true so that temporal effects are properly handled and even black leaves against a white building have zero ghosting and dis-occlusion. I won’t pretend there aren’t cons to doing this but I guess it does “solve” this one problem lol.
For one, frame-time cost of translucency is pretty high, probably higher than whatever it would cost to render that mesh as non-nanite. On my 3080, overdrawing the full screen at 4k costs about 0.4ms when using the expensive surface forward shading per layer. So a tree (or trees) with many layers of overdraw would probably consume an unreasonable amount of frame time.
This is far worse than the cost of switching a mesh to non-nanite, as it is much easier to manage quad overdraw on opaque and masked meshes - even densely detailed ones.
…But under specific controlled circumstances, I think it can be a viable workaround, especially if you can use a cheaper translucency modes (cheapest cost 0.1ms), and be sure that multiple surfaces don’t overlap.