### Godot version

4.1.1

### System information

windows 11, mobile renderer

### Issue description

On Mobile Vulkan renderer, the clear color is 50% lighter than expected

See steps to reproduce and Minimal reproduction project below.

The box and background have the same color on Forward+ and compatibility, but not on Mobile
happens also in runtime on exported project, not only in editor preview

Images of the same scene from
compatibility:
![compatibility](https://github.com/godotengine/godot/assets/11915378/a874fa86-c16f-43ef-aed7-c2066b770ac1)
Forward+:
![forward](https://github.com/godotengine/godot/assets/11915378/e416f9a6-dfd4-4c47-bbc2-b552ca58f83c)
Mobile:
![mobile](https://github.com/godotengine/godot/assets/11915378/e28e2db8-f7c3-47e2-8c0a-44ce937c9270)


### Steps to reproduce

 - add a CSGBox3D with "unshaded" shading, and albedo of #545454
 - add environment with Background = Custom color and color of #545454

Box and background are not the same color

### Minimal reproduction project

[bg_color.zip](https://github.com/godotengine/godot/files/12174822/bg_color.zip)

bg_energy_multiplier *= environment_get_bg_intensity(p_render_data->environment);
		if (p_render_data->camera_attributes.is_valid()) {
			bg_energy_multiplier *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
		}
		switch (bg_mode) {
			case RS::ENV_BG_CLEAR_COLOR: {
				clear_color = p_default_bg_color;
				clear_color.r *= bg_energy_multiplier;
				clear_color.g *= bg_energy_multiplier;
				clear_color.b *= bg_energy_multiplier;
				if (environment_get_fog_enabled(p_render_data->environment)) {
					draw_sky_fog_only = true;
					RendererRD::MaterialStorage::get_singleton()->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.srgb_to_linear()));
				}
			} break;
			case RS::ENV_BG_COLOR: {
				clear_color = environment_get_bg_color(p_render_data->environment);
				clear_color.r *= bg_energy_multiplier;
				clear_color.g *= bg_energy_multiplier;
				clear_color.b *= bg_energy_multiplier;
				if (environment_get_fog_enabled(p_render_data->environment)) {
					draw_sky_fog_only = true;
					RendererRD::MaterialStorage::get_singleton()->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.srgb_to_linear()));
				}
			} break;
			case RS::ENV_BG_SKY: {
				draw_sky = true;
			} break;
			case RS::ENV_BG_CANVAS: {
				if (rb_data.is_valid()) {