### Godot version

4.0 Stable

### System information

Ubuntu 22.04

### Issue description

Setting fog_affect_sky = 1 do not have the desired effect when using a Color sky mode. It works properly if we use a procedural sky or the forward+ renderer.

![Screenshot from 2023-03-03 16-50-53](https://user-images.githubusercontent.com/8985409/222870514-0195c4cb-bbca-4e9b-bb6a-6e2a568d2f7b.png)


### Steps to reproduce

Add a sky with a plain color mode like the Clear Color default option. Enable fog and set fog_affect_sky value to 1. Sky is still not affected by fog. 

### Minimal reproduction project
[mobile_fog_sky_bug.zip](https://github.com/godotengine/godot/files/10887265/mobile_fog_sky_bug.zip)


uint32_t render_total = p_params->element_count;
	uint32_t total_threads = WorkerThreadPool::get_singleton()->get_thread_count();
	uint32_t render_from = p_thread * render_total / total_threads;
	uint32_t render_to = (p_thread + 1 == total_threads) ? render_total : ((p_thread + 1) * render_total / total_threads);
	_render_list(thread_draw_lists[p_thread], p_params->framebuffer_format, p_params, render_from, render_to);
}
void RenderForwardMobile::_render_list_with_threads(RenderListParameters *p_params, RID p_framebuffer, RD::InitialAction p_initial_color_action, RD::FinalAction p_final_color_action, RD::InitialAction p_initial_depth_action, RD::FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values, float p_clear_depth, uint32_t p_clear_stencil, const Rect2 &p_region, const Vector<RID> &p_storage_textures) {
	RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_framebuffer);
	p_params->framebuffer_format = fb_format;
	if ((uint32_t)p_params->element_count > render_list_thread_threshold && false) { 
		
		thread_draw_lists.resize(WorkerThreadPool::get_singleton()->get_thread_count());
		RD::get_singleton()->draw_list_begin_split(p_framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, p_storage_textures);
		WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RenderForwardMobile::_render_list_thread_function, p_params, thread_draw_lists.size(), -1, true, SNAME("ForwardMobileRenderSubpass"));
		WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
		RD::get_singleton()->draw_list_end(p_params->barrier);
	} else {
		
		RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, p_storage_textures);
		_render_list(draw_list, fb_format, p_params, 0, p_params->element_count);
		RD::get_singleton()->draw_list_end(p_params->barrier);
	}
}
template <RenderForwardMobile::PassMode p_pass_mode>
void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) {