### Godot version

4.0.2 stable

### System information

issue tested on win10 with ryzen 7 and rx 6600, win11 with ryzen 7 and gtx 3050

### Issue description

When creating a screen reading post processing shader, the normal buffer functions correctly in the editor, but does not seem to be functioning as expected in debug, producing only a solid colour when run. I am unsure if this behaviour is intended, but if so, I feel it should be properly documented.

Running correctly in editor:
![image](https://user-images.githubusercontent.com/71034402/230672620-fc5e4baf-c12e-4755-b7a2-206087459307.png)

Solid colour in debug:
![image](https://user-images.githubusercontent.com/71034402/230672489-d9c29755-c2d3-4e72-9ea0-355148e916fe.png)


### Steps to reproduce

*this shader should be attached to a MeshInstance3D quadmesh*
minimal shader to reproduce:

```glsl
shader_type spatial;
render_mode unshaded, cull_disabled;

uniform sampler2D NORMAL_TEXTURE : hint_normal_roughness_texture, filter_linear_mipmap;

void vertex(){
	VERTEX *= 2.0;
	POSITION = vec4(VERTEX, 1.0);
}

void fragment(){
	ALBEDO = texture(NORMAL_TEXTURE, SCREEN_UV).rgb;
}
```

### Minimal reproduction project

N/A
}
	RID normal_roughness_views[RendererSceneRender::MAX_RENDER_VIEWS];
	if (rb_data.is_valid() && rb_data->has_normal_roughness()) {
		for (uint32_t v = 0; v < rb->get_view_count(); v++) {
			normal_roughness_views[v] = rb_data->get_normal_roughness(v);
		}
	}
	_pre_opaque_render(p_render_data, using_ssao, using_ssil, using_sdfgi || using_voxelgi, normal_roughness_views, rb_data.is_valid() && rb_data->has_voxelgi() ? rb_data->get_voxelgi() : RID());
	RD::get_singleton()->draw_command_begin_label("Render Opaque Pass");
	p_render_data->scene_data->directional_light_count = p_render_data->directional_light_count;
	p_render_data->scene_data->opaque_prepass_threshold = 0.0f;
	_setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, true);
	RENDER_TIMESTAMP("Render Opaque Pass");
	RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_data, radiance_texture, true);
	bool can_continue_color = !scene_state.used_screen_texture && !using_ssr && !using_sss;
	bool can_continue_depth = !(scene_state.used_depth_texture || scene_state.used_normal_texture) && !using_ssr && !using_sss;
	{
		bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only || debug_voxelgis || debug_sdfgi_probes);
		bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only || debug_voxelgis || debug_sdfgi_probes);
		Vector<Color> c;
		{
			Color cc = clear_color.srgb_to_linear();
			if (using_separate_specular || rb_data.is_valid()) {
				cc.a = 0; 
			}
			c.push_back(cc);
			if (rb_data.is_valid()) {
				c.push_back(Color(0, 0, 0, 0)); 
				c.push_back(Color(0, 0, 0, 0)); 
			}