I’m doing dynamic deformation of the landscape using tessellation and dynamic displacement texture. Was looking around but can’t find the way to get normal or at least tangent/binormal of the tessellated mesh. Which means that normal have to be extracted from the heightmap, which is a bit costly operation and seams unnecessary if normal can be retrieved from tessellated mesh as an option. I understand that most likely it’s an optimization right now, would it be possible to add such feature in feature releases?
Normal map for something like attached image can’t be pre-baked: