### 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 PORT_TYPE_TRANSFORM;
}
String VisualShaderNodeTransformOp::get_output_port_name(int p_port) const {
	return "mult"; 
}
String VisualShaderNodeTransformOp::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 {
	switch (op) {
		case OP_AxB:
			return "	" + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
		case OP_BxA:
			return "	" + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
		case OP_AxB_COMP:
			return "	" + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
		case OP_BxA_COMP:
			return "	" + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n";
		case OP_ADD:
			return "	" + p_output_vars[0] + " = " + p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
		case OP_A_MINUS_B:
			return "	" + p_output_vars[0] + " = " + p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
		case OP_B_MINUS_A:
			return "	" + p_output_vars[0] + " = " + p_input_vars[1] + " - " + p_input_vars[0] + ";\n";
		case OP_A_DIV_B:
			return "	" + p_output_vars[0] + " = " + p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
		case OP_B_DIV_A:
			return "	" + p_output_vars[0] + " = " + p_input_vars[1] + " / " + p_input_vars[0] + ";\n";
		default:
			return "";
	}
}
void VisualShaderNodeTransformOp::set_operator(Operator p_op) {