The crash is caused by a compute shader (Assets/TrueTrace/Resources/Utility/AtmosphereLUTGenerator.compute) taking too long to execute. This triggers WDDM timeout detection (https://learn.microsoft.com/en-us/windows-hardware/drivers/display/timeout-detection-and-recovery) which removes the graphics device. This happens at the operating system level and Unity has no control over it.
To overcome the limitation you can try either:
1) Increasing the timeout period modifying the Windows registry: https://learn.microsoft.com/en-us/windows-hardware/drivers/display/tdr-registry-keys, or
2) Splitting a long compute shader dispatch into multiple dispatches.