It is built above Unity free tessellation shader and offers several major improvements:
• Normal/Tangent recalculation inside domain stage (tessellation shader pass). Giving better light interaction after displace effect (especially if using no bumpmap).
• Integration into Unity Standard shader with fully usage of physically based shading.
• Supports lightmapping and global illumination.
• Fully compatible with all type of Image Effects.
• Faster shadow caster pass with controllable tessellation LOD.
Includes four type of tessellation:
1) Fixed
2) Distance Based
3) Edge length
4) Phong
If you need tessellation shader - it can be only Beast.