### 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)

} else if (p_render_list == RENDER_LIST_SECONDARY) { 
						p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += indices;
					}
				}
			} else {
				surf->lod_index = 0;
				if (p_render_data->render_info) {
					uint32_t to_draw = mesh_storage->mesh_surface_get_vertices_drawn_count(surf->surface);
					to_draw = _indices_to_primitives(surf->primitive, to_draw);
					to_draw *= inst->instance_count;
					if (p_render_list == RENDER_LIST_OPAQUE) { 
						p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += to_draw;
					} else if (p_render_list == RENDER_LIST_SECONDARY) { 
						p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += to_draw;
					}
				}
			}
			
			if (p_pass_mode == PASS_MODE_COLOR || p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) {
#ifdef DEBUG_ENABLED
				bool force_alpha = unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW);
#else
				bool force_alpha = false;
#endif
				if (!force_alpha && (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) {
					rl->add_element(surf);
				}
				if (force_alpha || (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA)) {
					render_list[RENDER_LIST_ALPHA].add_element(surf);
				}