I need help with pink shaders problem

I have a problem with the URP, I think, the shaders in my project are displayed in pink, I tried to solve it in many ways, I tried to install the same shaders for the project and I get an error in the console that says “'Assets\builtin_shaders\Editor\StandardShaderGUI.cs(304,47): error CS0122: ‘MaterialSerializedProperty’ is inaccessible due to its protection level”

and another error that says “Assets\builtin_shaders\Editor\StandardShaderGUI.cs(304,30): error CS1061: ‘Material’ does not contain a definition for ‘GetPropertyState’ and no accessible extension method ‘GetPropertyState’ accepting a first argument of type ‘Material’ could be found”

I haven’t touched anything, I just installed them and they are shaders from the official Unity page, does anyone have a solution? I know how to handle scripts a little, but I don’t know anything about shaders.
Here I leave the part of the code (line 13)

        void DoEmissionArea(Material material)
        {
            // Emission for GI?
            if (m_MaterialEditor.EmissionEnabledProperty())
            {
                bool hadEmissionTexture = emissionMap.textureValue != null;

                // Texture and HDR color controls
                m_MaterialEditor.TexturePropertyWithHDRColor(Styles.emissionText, emissionMap, emissionColorForRendering, false);

                if (material.globalIlluminationFlags.HasFlag(MaterialGlobalIlluminationFlags.EmissiveIsBlack))
                {
                    material.GetPropertyState(MaterialSerializedProperty.LightmapFlags, out _, out _, out bool lockedByAncestor);
                    if (lockedByAncestor)
                        EditorGUILayout.HelpBox("Emissive lighting is locked to black by a parent Material. Changing the emissive color will have no effect.", MessageType.Warning);
                }

                // If texture was assigned and color was black set color to white
                float brightness = emissionColorForRendering.colorValue.maxColorComponent;
                if (emissionMap.textureValue != null && !hadEmissionTexture && brightness <= 0f)
                    emissionColorForRendering.colorValue = Color.white;

                // change the GI flag and fix it up with emissive as black if necessary
                m_MaterialEditor.LightmapEmissionFlagsProperty(MaterialEditor.kMiniTextureFieldLabelIndentLevel, true);
            }
        }