Charcoal Panel UI Kit — single-framed panels and buttons
========================================================

Single-framed nine-slice chalk on slate window panels, inset list frames and
four tab button states, as SVG plus transparent PNG at 1x, 2x and 4x.

The same restless line as the light hand-drawn family, inverted: pale chalk on
a dark ground. That inversion is not a recolour — a drawn line reads as ink
when it is dark on light and as chalk when it is light on dark, and the stroke
had to go from 3px to a heavier weight because a thin pale line on black
disappears the moment anything is behind it.

Two nine-slice panels — a single-framed window frame with 12 px corners and a
recessed inset frame with 10 px corners — cover almost every box a menu needs:
dialogs, inventory grids, list backgrounds, tooltips and stat panels. A single
continuous border keeps the panel quiet enough to sit behind dense text. 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 tab button states: default, hover, pressed and
disabled. They are drawn on the same 160×52 base with 6 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 smoke grey tones or the single ember orange 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 12, 12, 12, 12 for the window panel and 6, 6, 6, 6 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 — 0.09375 for
    the 128 px panel and 0.0375 for the 160 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/charcoal-panel-ui-kit
More free assets: https://www.colorosse.com
