Combining Tessellation with vertex displacement?

I have a shader that deforms the vertices of a mesh in a direction. For example, here’s an object getting displaces to a singularity:

The approach is is fairly simple, and it looks a bit awkward on simpler models that have fewer vertices. You can see in the screenshot that the orange platforms only have about 6 verts per edge, so the curve doesn’t look very smooth as it deforms.

I thought I might be able to add Tessellation to the shader, to give it more verts to work with. But I’m not sure how to combine them. My shader currently assigns a value to the “Position” of the “Vertex” portion of the shader. But Tessellation is a sibling to Position. I can add tessellation to my shader, but I can’t feed the tessellated verts into my logic that determines vertex position.

Is there a way to assign a proper Position value for tessellated verts?

Hello, did you ever find a solution to this? I’m having the same problem.

EDIT: Nevermind. Just connect the end of your logic to the Tessellation Displacement property instead of to the Position property