### 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
return String();
}
int VisualShaderNodeUIntParameter::get_output_port_count() const {
	return 1;
}
VisualShaderNodeUIntParameter::PortType VisualShaderNodeUIntParameter::get_output_port_type(int p_port) const {
	return PORT_TYPE_SCALAR_UINT;
}
String VisualShaderNodeUIntParameter::get_output_port_name(int p_port) const {
	return ""; 
}
String VisualShaderNodeUIntParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
	String code = _get_qual_str() + "uniform uint " + get_parameter_name();
	if (default_value_enabled) {
		code += " = " + itos(default_value);
	}
	code += ";\n";
	return code;
}
String VisualShaderNodeUIntParameter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
	return "	" + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
}
bool VisualShaderNodeUIntParameter::is_show_prop_names() const {
	return true;
}
bool VisualShaderNodeUIntParameter::is_use_prop_slots() const {
	return true;
}
void VisualShaderNodeUIntParameter::set_default_value_enabled(bool p_default_value_enabled) {