Separate sky luminance and brightness calculations for consistent fog #100427
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Luminance + user-controlled brightness multipliers were combined into a single push-constant for application in the Sky shader - this had the side effect of accumulated fog also being controlled by the environment brightness value (and not just renderer luminance).
Before (Forward+, volumetric fog):

After (Forward+, volumetric fog):

After (Forward+, distance fog):

After (Mobile, distance fog - just to show luminance still working):

This is my first time delving into actual render code in Godot, so I have implemented this recommendation in the simplest way possible - by keeping configuration the same and literally just splitting the two multipliers into separate push constants.
Fixes #98640