Toon Shaders broken in build after reinstall Windows

I have a project created with Unity 2022.3.2f1 in URP , it has Standard Toon shader provided by Unity . Everything worked fine in editor, fine in build. But after i have reinstalled my PC with windows 11*everything remains the same (dx12,same graphics card driver,…).Then i add the project from file directory, The project still worked well in editor, but every toon shader created pink materials in build (i have tried with other Toon Shaders, the problem still persist). i got this warning (its the same as the Unity Standard toon shader warning)

Shader warning in 'SimpleURPToonLitOutlineExample': use of potentially uninitialized variable (GetFinalEmissionColor) at Assets/SimplestarGame/SimpleURPToonLitOutlineExample/Resources/SimpleURPToonLitOutlineExample/SimpleURPToonLitOutlineExample_Shared.hlsl(254) (on d3d11)

Compiling Subshader: 0, Pass: Outline, Fragment program with _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _SHADOWS_SOFT
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: FOG_EXP FOG_EXP2 FOG_LINEAR SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS_VERTEX _MAIN_LIGHT_SHADOWS