### Godot version

4.0 Stable

### System information

Ubuntu 22.04

### Issue description

Setting fog_affect_sky = 1 do not have the desired effect when using a Color sky mode. It works properly if we use a procedural sky or the forward+ renderer.

![Screenshot from 2023-03-03 16-50-53](https://user-images.githubusercontent.com/8985409/222870514-0195c4cb-bbca-4e9b-bb6a-6e2a568d2f7b.png)


### Steps to reproduce

Add a sky with a plain color mode like the Clear Color default option. Enable fog and set fog_affect_sky value to 1. Sky is still not affected by fog. 

### Minimal reproduction project
[mobile_fog_sky_bug.zip](https://github.com/godotengine/godot/files/10887265/mobile_fog_sky_bug.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) {