Assuming you’re using tiled textures, you could use the World Aligned Texture node. I use a modified version of the World Alignment node that gets rid of some of the extraneous features I don’t typically use.
This takes an input of a Texture Object and a scalar value for the scale of the texture. Because it’s projected via the world scale, it doesn’t matter what your UVs are – the material will always scale the same size. The only limitations of this are there are clear blending artifacts on sloped surfaces and anything not at 90 degree angle increments.
I thought I saw somewhere around here someone had a more robust version of this where you could scale each axis individually, but looking I’m not finding it again.