how to have a tessellated surface correctly lit

hey. is it possible to have a tessellated and displaced surface correctly lit?
like the new vertexnormals won’t be taken into account by the displacement.
how would i setup my shader to get them lit correctly?
my question goes for dynamic as also static lighting.
in this shot you see a surface that is not displaced and in the second shot the displaced variation. there is no change in lighting.
a question that haunts me forever.
thx for your input!

Static lighting completely ignores tessellation.
For dynamic lighting, I suggest having a normal map pre-made from the heightmap, you are using, and increasing its strength with displacement amount.