Your comments

I did my tests and its not working correctly.
I think that you have to modify something in the code to enable quad tesselllation cause with the default tessellation you are using a factor from 3 vertex points (triangle).
If you test it with a quad mesh imported with the "keep quads" import option enabled, you will see that the tessellation factor is only using half of the quad (triangle):



Maybe im doing something worng, Can you test it?

Thank you very much for this implementation.
Now "Shader Forge" is one step further to be quite acceptable in mobile platforms without writing code! Amazing! This could be better than UE4 material system :D
Ok sry for that, i was thinking that Normal Direction node was in "local" space. Thanks for the fast response.