Tessellation without shading

I was wondering if there is any way to achieve the effect seen in Substance Designer’s realtime render engine (using micro-displacement) whereby the base mesh is tessellated and displaced according to a height texture, but the mesh is still shaded as if it were without displacement. This removes the problem of “doubling up” shading details in the normal map applied over the top and would therefore allow materials designed for UE4 or Marmoset, which also have this “flat” shading to be accurately represented in Cycles.