Standard shader (specular setup) with Phong tessellation support

Can anyone help me add support for tessellation is standard shader (specular setup)?

For my project it is crucial to support specular maps while also having Phong tessellation.

you can use any of the examples from the docs Unity - Manual: Surface Shaders with DX11 / OpenGL Core Tessellation. If you want standard specular just change BlinnPhong to StandardSpecular and change SurfaceOutput to SurfaceOutputStandardSpecular. you will also need to get rid of some of the lines referring to gloss and specular but you can use Smoothness as a replacment