diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index 4bedcb18200..fac3a2f663a 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -1825,7 +1825,7 @@ void VisualShader::reset_state() {
 
 void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
 	//mode
-	p_list->push_back(PropertyInfo(Variant::INT, PNAME("mode"), PROPERTY_HINT_ENUM, "Node3D,CanvasItem,Particles,Sky,Fog"));
+	p_list->push_back(PropertyInfo(Variant::INT, PNAME("mode"), PROPERTY_HINT_ENUM, "Spatial,CanvasItem,Particles,Sky,Fog"));
 	//render modes
 
 	HashMap<String, String> blend_mode_enums;
@@ -3004,9 +3004,9 @@ VisualShader::VisualShader() {
 ///////////////////////////////////////////////////////////
 
 const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
-	// Node3D
+	// Spatial
 
-	// Node3D, Vertex
+	// Spatial, Vertex
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id", "VERTEX_ID" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
@@ -3043,7 +3043,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom2", "CUSTOM2" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom3", "CUSTOM3" },
 
-	// Node3D, Fragment
+	// Spatial, Fragment
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
@@ -3075,7 +3075,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_view", "NODE_POSITION_VIEW" },
 
-	// Node3D, Light
+	// Spatial, Light
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
@@ -3883,9 +3883,9 @@ VisualShaderNodeParameterRef::VisualShaderNodeParameterRef() {
 
 const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
 	////////////////////////////////////////////////////////////////////////
-	// Node3D.
+	// Spatial.
 	////////////////////////////////////////////////////////////////////////
-	// Node3D, Vertex.
+	// Spatial, Vertex.
 	////////////////////////////////////////////////////////////////////////
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Vertex", "VERTEX" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal", "NORMAL" },
@@ -3900,7 +3900,7 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "Model View Matrix", "MODELVIEW_MATRIX" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "Projection Matrix", "PROJECTION_MATRIX" },
 	////////////////////////////////////////////////////////////////////////
-	// Node3D, Fragment.
+	// Spatial, Fragment.
 	////////////////////////////////////////////////////////////////////////
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Albedo", "ALBEDO" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "ALPHA" },
@@ -3932,7 +3932,7 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Depth", "DEPTH" },
 
 	////////////////////////////////////////////////////////////////////////
-	// Node3D, Light.
+	// Spatial, Light.
 	////////////////////////////////////////////////////////////////////////
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Diffuse", "DIFFUSE_LIGHT" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Specular", "SPECULAR_LIGHT" },