### Godot version

v4.1.dev.custom_build.a7276f1ce

### System information

Win10, AMD 2600, GeForce GTX 1060, Vulkan API 1.3.205

### Issue description

I can't get correct color data from an array of source_color type.
The color data is saved as **Color** in the file:
`shader_parameter/palette = [Color (1, 0, 0, 1), Color (0, 1, 0, 1), Color (0, 0, 1, 1)]`
Shouldn't it be saved as PackedColorArray?


### Steps to reproduce

1.Declare an array of source_color type.
2.Set colors.

### Minimal reproduction project

[shadertest.zip](https://github.com/godotengine/godot/files/11246504/shadertest.zip)

code += "	vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb+detail_tex.rgb,detail_tex.a);\n";
			} break;
			case BLEND_MODE_SUB: {
				code += "	vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb-detail_tex.rgb,detail_tex.a);\n";
			} break;
			case BLEND_MODE_MUL: {
				code += "	vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb*detail_tex.rgb,detail_tex.a);\n";
			} break;
			case BLEND_MODE_MAX:
				break; 
		}
		code += "	vec3 detail_norm = mix(NORMAL_MAP,detail_norm_tex.rgb,detail_tex.a);\n";
		code += "	NORMAL_MAP = mix(NORMAL_MAP,detail_norm,detail_mask_tex.r);\n";
		code += "	ALBEDO.rgb = mix(ALBEDO.rgb,detail,detail_mask_tex.r);\n";
	}
	code += "}\n";
	ShaderData shader_data;
	shader_data.shader = RS::get_singleton()->shader_create();
	shader_data.users = 1;
	RS::get_singleton()->shader_set_code(shader_data.shader, code);
	shader_map[mk] = shader_data;
	RS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
}
void BaseMaterial3D::flush_changes() {
	MutexLock lock(material_mutex);
	while (dirty_materials.first()) {
		dirty_materials.first()->self()->_update_shader();
	}
}
void BaseMaterial3D::_queue_shader_change() {