Carbon Panel UI Kit — bracket-cornered panels and buttons
=========================================================

Bracket-cornered nine-slice carbon fibre window panels, inset list frames and
four chamfered button states, as SVG plus transparent PNG at 1x, 2x and 4x.

The same five-stop specular gradient and brushed line pattern as the neutral
steel family, over a much darker palette and with the body opened up into
corner brackets. That last change is what turns a panel into an instrument
bezel: a closed border reads as a window, four brackets read as something
bolted to a dashboard. The rivets stay, because a cockpit panel that is not
fixed to anything is a rendering.

Two nine-slice panels — a bracket-cornered window frame with 10 px corners and
a recessed inset frame with 8 px corners — cover almost every box a menu
needs: dialogs, inventory grids, list backgrounds, tooltips and stat panels.
There is no continuous border at all — four corner brackets mark the bounds
and the rest is open, so the panel frames content without boxing it in. Both
stretch cleanly to any size because the corners never scale and the centre is
a flat fill.

On top of the panels sit four chamfered button states: default, hover, pressed
and disabled. They are drawn on the same 152×44 base with 4 px corners, so you
can swap the texture on a single button widget and get the whole interaction
loop without moving a rectangle. The pressed state drops its face two pixels
and removes the top highlight rather than just darkening, which is what makes
a button feel clicked rather than merely recoloured.

Everything ships twice. The SVG sources are the files the kit was drawn in —
open them, change the six near black tones or the single warning amber accent,
and re-export. The PNG exports are flat, transparent and pre-scaled at 1x, 2x
and 4x for engines that want bitmaps, with no premultiplied alpha and no
baked-in shadow outside the sprite bounds.

HOW TO USE

  - In Unity, import the PNGs, set Texture Type to Sprite (2D and UI), and set
    the border to 10, 10, 10, 10 for the window panel and 4, 4, 4, 4 for the
    buttons; then set Image Type to Sliced on the UI component.
  - In Godot 4, use a NinePatchRect and set the patch margins to the same
    numbers, or drop the SVG straight in and let Godot rasterise it at the
    scale you set in the import options.
  - In Unreal, import as a Texture2D, create a Slate Brush with Draw As set to
    Box, and enter the margin as a fraction of the texture size — 0.07813 for
    the 128 px panel and 0.02632 for the 152 px button.
  - For crisp results at non-integer UI scales, use the 2x or 4x PNG rather
    than upscaling the 1x, or point your engine at the SVG source and let it
    rasterise at the final size.

License: CC-BY-4.0 — see LICENSE.txt
Page: https://www.colorosse.com/assets/2d/ui/carbon-panel-ui-kit
More free assets: https://www.colorosse.com
