### 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 += "	vec2 rim_tex = texture(texture_rim,base_uv).xy;\n";
		}
		code += "	RIM = rim*rim_tex.x;";
		code += "	RIM_TINT = rim_tint*rim_tex.y;\n";
	}
	if (features[FEATURE_CLEARCOAT]) {
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	vec2 clearcoat_tex = triplanar_texture(texture_clearcoat,uv1_power_normal,uv1_triplanar_pos).xy;\n";
		} else {
			code += "	vec2 clearcoat_tex = texture(texture_clearcoat,base_uv).xy;\n";
		}
		code += "	CLEARCOAT = clearcoat*clearcoat_tex.x;";
		code += "	CLEARCOAT_ROUGHNESS = clearcoat_roughness*clearcoat_tex.y;\n";
	}
	if (features[FEATURE_ANISOTROPY]) {
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	vec3 anisotropy_tex = triplanar_texture(texture_flowmap,uv1_power_normal,uv1_triplanar_pos).rga;\n";
		} else {
			code += "	vec3 anisotropy_tex = texture(texture_flowmap,base_uv).rga;\n";
		}
		code += "	ANISOTROPY = anisotropy_ratio*anisotropy_tex.b;\n";
		code += "	ANISOTROPY_FLOW = anisotropy_tex.rg*2.0-1.0;\n";
	}
	if (features[FEATURE_AMBIENT_OCCLUSION]) {
		if (!orm) {
			if (flags[FLAG_AO_ON_UV2]) {
				if (flags[FLAG_UV2_USE_TRIPLANAR]) {
					code += "	AO = dot(triplanar_texture(texture_ambient_occlusion,uv2_power_normal,uv2_triplanar_pos),ao_texture_channel);\n";
				} else {
					code += "	AO = dot(texture(texture_ambient_occlusion,base_uv2),ao_texture_channel);\n";