diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml
index 39d4b44d1cf..3fbd06ce3d5 100644
--- a/doc/classes/Shader.xml
+++ b/doc/classes/Shader.xml
@@ -55,7 +55,7 @@
Returns the shader's code as the user has written it, not the full generated code used internally.
-
+
Returns the shader's custom defines. Custom defines can be used in Godot to add GLSL preprocessor directives (e.g: extensions) required for the shader logic.
[b]Note:[/b] Custom defines are not validated by the Godot shader parser, so care should be taken when using them.
diff --git a/doc/classes/VisualShader.xml b/doc/classes/VisualShader.xml
index 6b823a89f7f..7435d2ef254 100644
--- a/doc/classes/VisualShader.xml
+++ b/doc/classes/VisualShader.xml
@@ -193,7 +193,6 @@
-
The offset vector of the whole graph.
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index 70f3eab3716..1b0c24e55a7 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -1428,6 +1428,8 @@ void VisualShader::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_graph_offset", "get_graph_offset");
+ ADD_PROPERTY_DEFAULT("code", ""); // Inherited from Shader, prevents showing default code as override in docs.
+
BIND_ENUM_CONSTANT(TYPE_VERTEX);
BIND_ENUM_CONSTANT(TYPE_FRAGMENT);
BIND_ENUM_CONSTANT(TYPE_LIGHT);