Best approach for constant texture size with non-uniform mesh scaling?

I’m working on a game that uses modular map assets (pillars, bridges, walls, etc.) made of various styles of paper. I’d like to be able to use these assets at non-uniform scales without the paper materials appearing stretched on any given axis, or scaling as I scale the meshes.

I’ve looked into different object-relative and world-relative scaling methods, but I’m a complete amateur, so I’m not sure if there’s a clever option that I’m missing.

Any suggestions very much appreciated!

World aligned would be the way