diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml
index fc8af02869e..b4a256c54f9 100644
--- a/doc/classes/BaseMaterial3D.xml
+++ b/doc/classes/BaseMaterial3D.xml
@@ -350,7 +350,6 @@
Sets whether the shading takes place, per-pixel, per-vertex or unshaded. Per-vertex lighting is faster, making it the best choice for mobile applications, however it looks considerably worse than per-pixel. Unshaded rendering is the fastest, but disables all interactions with lights.
- [b]Note:[/b] Setting the shading mode vertex shading currently has no effect, as vertex shading is not implemented yet.
If [code]true[/code], enables the "shadow to opacity" render mode where lighting modifies the alpha so shadowed areas are opaque and non-shadowed areas are transparent. Useful for overlaying shadows onto a camera feed in AR.
@@ -553,7 +552,7 @@
The object will be shaded per pixel. Useful for realistic shading effects.
- The object will be shaded per vertex. Useful when you want cheaper shaders and do not care about visual quality. Not implemented yet (this mode will act like [constant SHADING_MODE_PER_PIXEL]).
+ The object will be shaded per vertex. Useful when you want cheaper shaders and do not care about visual quality.
Represents the size of the [enum ShadingMode] enum.