### 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)


if (use_msaa) {
				
				pass.resolve_attachments.push_back(color_buffer_id);
			}
			passes.push_back(pass);
			
			RID render_target = render_buffers->get_render_target();
			ERR_FAIL_COND_V(render_target.is_null(), RID());
			RID target_buffer;
			if (texture_storage->render_target_get_msaa(render_target) == RS::VIEWPORT_MSAA_DISABLED) {
				target_buffer = texture_storage->render_target_get_rd_texture(render_target);
			} else {
				target_buffer = texture_storage->render_target_get_rd_texture_msaa(render_target);
			}
			ERR_FAIL_COND_V(target_buffer.is_null(), RID());
			int target_buffer_id = textures.size();
			textures.push_back(target_buffer); 
			RD::FramebufferPass blit_pass;
			blit_pass.input_attachments.push_back(color_buffer_id); 
			blit_pass.color_attachments.push_back(target_buffer_id); 
			
			passes.push_back(blit_pass);
			return FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, view_count);
		} break;
		default:
			break;
	};
	return RID();
}
RID RenderForwardMobile::reflection_probe_create_framebuffer(RID p_color, RID p_depth) {