### 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 (use_msaa) {
				
				pass.resolve_attachments.push_back(color_buffer_id);
			}
			passes.push_back(pass);
			return FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, view_count);
		} break;
		case FB_CONFIG_THREE_SUBPASSES: {
			
			passes.push_back(pass);
			
			passes.push_back(pass);
			
			if (use_msaa) {
				
				pass.resolve_attachments.push_back(color_buffer_id);
			}
			passes.push_back(pass);
			return FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, view_count);
		} break;
		case FB_CONFIG_FOUR_SUBPASSES: {
			Size2i target_size = render_buffers->get_target_size();
			Size2i internal_size = render_buffers->get_internal_size();
			
			ERR_FAIL_COND_V(target_size != internal_size, RID());
			
			passes.push_back(pass);
			
			passes.push_back(pass);