### Godot version

4.0 beta 12

### System information

Windows 10

### Issue description

This is a small issue, but, since the name change of VisualShader Uniform nodes to Parameter, when searching for TextureParameterTriplanar in the node search window, it shows as TextureParameterTriplanar, but the node title and parameter default name are still TextureUniformTriplanar.

<img width="455" alt="image" src="https://user-images.githubusercontent.com/13264720/212588418-26eeaa24-dacc-4151-b62a-bf3c530548ee.png">


### Steps to reproduce

Just search for Triplanar in the VisualShader node search and add a TextureParameterTriplanar node.

### Minimal reproduction project

N/A
ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeColorParameter::set_default_value_enabled);
	ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeColorParameter::is_default_value_enabled);
	ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeColorParameter::set_default_value);
	ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeColorParameter::get_default_value);
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
	ADD_PROPERTY(PropertyInfo(Variant::COLOR, "default_value"), "set_default_value", "get_default_value");
}
bool VisualShaderNodeColorParameter::is_qualifier_supported(Qualifier p_qual) const {
	return true; 
}
bool VisualShaderNodeColorParameter::is_convertible_to_constant() const {
	return true; 
}
Vector<StringName> VisualShaderNodeColorParameter::get_editable_properties() const {
	Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
	props.push_back("default_value_enabled");
	if (default_value_enabled) {
		props.push_back("default_value");
	}
	return props;
}
VisualShaderNodeColorParameter::VisualShaderNodeColorParameter() {
}
String VisualShaderNodeVec2Parameter::get_caption() const {
	return "Vector2Parameter";
}
int VisualShaderNodeVec2Parameter::get_input_port_count() const {
	return 0;
}
VisualShaderNodeVec2Parameter::PortType VisualShaderNodeVec2Parameter::get_input_port_type(int p_port) const {