### 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)

RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
			sky.draw_sky(draw_list, rb, p_render_data->environment, framebuffer, time, sky_energy_multiplier);
			RD::get_singleton()->draw_command_end_label(); 
			
		} else {
			
			RD::get_singleton()->draw_list_switch_to_next_pass();
		}
		if (!using_subpass_transparent) {
			
			RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL_BARRIERS);
			RD::get_singleton()->draw_command_end_label(); 
		}
		if (scene_state.used_screen_texture) {
			
			_render_buffers_copy_screen_texture(p_render_data);
		}
		if (scene_state.used_depth_texture) {
			
			_render_buffers_copy_depth_texture(p_render_data);
		}
		
		RD::get_singleton()->draw_command_begin_label("Render Transparent Subpass");
		rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_ALPHA, p_render_data, radiance_texture, true);
		if (using_subpass_transparent) {
			RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
			RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR_TRANSPARENT, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count);
			render_list_params.framebuffer_format = fb_format;
			if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) {