We don't have a reproduction but it's been reported by two teams after going to 6000.3.11
[Inline Frame] UnityPlayer.dll!D3D12ScratchBuffer::{dtor}() Line 81 C++
[Inline Frame] UnityPlayer.dll!delete_internal(D3D12ScratchBuffer *) Line 206 C++
UnityPlayer.dll!D3D12ScratchAllocator::DestroyScratch(int scratchIndex) Line 115 C++
> UnityPlayer.dll!D3D12ScratchAllocator::ReleaseExcessScratch(unsigned int frameLimit, unsigned int minimumBufferCount) Line 517 C++
[Inline Frame] UnityPlayer.dll!D3D12ScratchAllocator::ReclaimScratchBuffers(const baselib::UnityClassic::ScopedRelease<baselib::UnityClassic::ReentrantLock> &) Line 417 C++
UnityPlayer.dll!D3D12ScratchAllocator::ReclaimMemory(bool forceFreshScratchBuffer) Line 432 C++
[Inline Frame] UnityPlayer.dll!GfxDeviceD3D12::ReclaimScratchMemory(bool) Line 4223 C++
UnityPlayer.dll!GfxDeviceD3D12::QueueExecute(GfxDeviceD3D12SubmissionData & commandList, bool flush, bool returnToPool) Line 1620 C++
UnityPlayer.dll!GfxDeviceD3D12::FlushInternal(bool forceExecute) Line 4316 C++
UnityPlayer.dll!GfxDeviceD3D12::EndCurrentRenderSubPass() Line 6365 C++
UnityPlayer.dll!GfxDeviceD3D12::EndRenderPassImpl() Line 6482 C++
UnityPlayer.dll!GfxDevice::EndRenderPass() Line 1503 C++
UnityPlayer.dll!GfxDeviceWorker::RunCommand(ThreadedStreamBuffer & stream) Line 1149 C++
[Inline Frame] UnityPlayer.dll!ProcessGfxCommands(GfxDeviceWorker &) Line 115 C++
UnityPlayer.dll!GfxDeviceWorker::RunExt(ThreadedStreamBuffer & stream) Line 382 C++
[Inline Frame] UnityPlayer.dll!GfxDeviceWorker::Run() Line 360 C++
UnityPlayer.dll!GfxDeviceWorker::RunGfxDeviceWorker(void * data) Line 340 C++
UnityPlayer.dll!Thread::RunThreadWrapper(void * ptr) Line 117 C++
kernel32.dll!00007fffc552259d() Unknown
ntdll.dll!00007fffc59eafb8() Unknown