diff --git a/doc/classes/CPUParticles2D.xml b/doc/classes/CPUParticles2D.xml
index 646e025b115..d573b9fe6e4 100644
--- a/doc/classes/CPUParticles2D.xml
+++ b/doc/classes/CPUParticles2D.xml
@@ -140,10 +140,10 @@
Each particle's initial color. If [member texture] is defined, it will be multiplied by this color.
- Each particle's initial color will vary along this [GradientTexture1D] (multiplied with [member color]).
+ Each particle's initial color will vary along this [Gradient] (multiplied with [member color]).
- Each particle's color will vary along this [Gradient] (multiplied with [member color]).
+ Each particle's color will vary along this [Gradient] over its lifetime (multiplied with [member color]).
Damping will vary along this [Curve]. Should be a unit [Curve].
diff --git a/doc/classes/CPUParticles3D.xml b/doc/classes/CPUParticles3D.xml
index cf80fecca69..170f684638b 100644
--- a/doc/classes/CPUParticles3D.xml
+++ b/doc/classes/CPUParticles3D.xml
@@ -146,11 +146,11 @@
[b]Note:[/b] [member color] multiplies the particle mesh's vertex colors. To have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member color] will have no visible effect.
- Each particle's initial color will vary along this [GradientTexture1D] (multiplied with [member color]).
+ Each particle's initial color will vary along this [Gradient] (multiplied with [member color]).
[b]Note:[/b] [member color_initial_ramp] multiplies the particle mesh's vertex colors. To have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member color_initial_ramp] will have no visible effect.
- Each particle's color will vary along this [GradientTexture1D] over its lifetime (multiplied with [member color]).
+ Each particle's color will vary along this [Gradient] over its lifetime (multiplied with [member color]).
[b]Note:[/b] [member color_ramp] multiplies the particle mesh's vertex colors. To have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member color_ramp] will have no visible effect.