[Feature request] Normal of tessellated surface

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: