Perhaps there are some examples already with ocean shaders, to make moving waves into moving mesh using sm5 tessellation? for example, in the following script, the fragment generates a zigzag height map which is converted to colour.
Is it very difficult to make it into displacement map? can i just use a second pass BlinnPhong surface shader same as unity example? do i have to code HLSL hull-shader, tesselator same as MSDN guide? i have to make a LOD manager in vertex pipeline? hopefully it should be the same principle as displacement maps made from Perlin, how is that possible?

Shader "Custom/Pattern" {
Properties {
}
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 5.0
#include "UnityCG.cginc"
struct input {
float2 texcoord : TEXCOORD0;
};
struct v2f {
float2 texcoord : TEXCOORD0;
float3 color : COLOR0;
float4 pos : SV_POSITION;
};
v2f vert (appdata_base v)
{
v2f o;
o.texcoord = v.texcoord;
o.color = 0;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
return o;
}
float4 frag(input i) : COLOR {
half2 uv = i.texcoord;
half tesselationmap = sin(uv.x*22+sin(uv.y*55*_Time))*1; // height map to make into displacement map
half4 clr = half4(tesselationmap,.84,.9,.5);
return clr;
}
ENDCG
}
}
fallback "Diffuse"
}
