Texture based shaders created with Studio Advanced and the HSS can be scaled so that you get just the right look with the shader. Creators try and aim for a scale that is flexible and most likely to work for many objects. But, they can't always account for the way the object has been mapped by its creator and sometimes to get the best look you will want to adjust the scale on objects. Changing the scale is simple and once you know how to judge getting the tiling amount right can be easy.
After you select an object and apply the shader preset you can check the UV map of the object right inside studio and see what portion of the map the surface.
Now you can swap to the UV View of the surface you selected -