### 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)

}
	}
	{
		if (rb_data.is_valid()) {
			RD::get_singleton()->draw_command_begin_label("Render 3D Pass");
		} else {
			RD::get_singleton()->draw_command_begin_label("Render Reflection Probe Pass");
		}
		
		RD::get_singleton()->draw_command_begin_label("Render Opaque Subpass");
		p_render_data->scene_data->directional_light_count = p_render_data->directional_light_count;
		_setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, p_render_data->render_buffers.is_valid());
		if (using_subpass_transparent && using_subpass_post_process) {
			RENDER_TIMESTAMP("Render Opaque + Transparent + Tonemap");
		} else if (using_subpass_transparent) {
			RENDER_TIMESTAMP("Render Opaque + Transparent");
		} else {
			RENDER_TIMESTAMP("Render Opaque");
		}
		RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_data, radiance_texture, true);
		bool can_continue_color = !using_subpass_transparent && !scene_state.used_screen_texture;
		bool can_continue_depth = !using_subpass_transparent && !scene_state.used_depth_texture;
		{
			
			Vector<Color> c;
			{
				Color cc = clear_color.srgb_to_linear();
				if (rb_data.is_valid()) {
					cc.a = 0; 
				}