As some folk mentioned in this thread, it is advised to disable any rendering features that are not needed in the URP/HDRP assets used in the build’s quality settings, and ensure you enable the shader stripping settings in the URP/HDRP global settings.
That being said, we understand that the shader build times are a massive pain - and are working on some immediate solutions to alleviate this. The most important one being an optimization to Unity’s automatic shader variant stripping, to greatly reduce shader build times via variant keyword prefiltering.
Check the official forum post more detail:
This post also outlines some best practices and other useful information regarding shader variants logging and stripping.
Thank you all for your feedback, and please keep it coming!