Mixed Rendering Mode

I have sprite textures with translucent edges (image_1) and using translucent material with them results in really nice “blurred out” edges (image_2).

The issue with having ALL sprites translucent is the negative performance impact. 99.9% of each sprite has alpha either 0 or 1, so it can be masked on those parts, only the edges need to be transparent. I was hoping translucency would be cheap when transparency is 1 or 0, but it does not appear to be the case. (image_3)

Is there any way to consider pixels with alpha 1 or 0 as masked and transparent pixels as translucent?

Asset edge in Gimp

Asset edge in Engine

Example complexity of few stacked sprites