DX11 Tesselation from procedural fragment height maps?

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?
1398025--72397--$dx11 shdr.jpg

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"
}

Aras has posted a example project for all dx11 features. I recommend having a look at it if you havnt already as it contains the code that would answer most of your questions. I cant remember where I got the code from now but a link can be found on this page

EDIT - and of course the documents have good examples

Allright! Very nice example, it’s different from the standard tesselation shader, it’s HLSL. it actually works also.

hlsl tesselation code:

about shadowcaster tesselation shadows:
forum.unity3d.com/threads/177532-About-addshadow-of-Tessellation