Inkwell Panel UI Kit — single-framed panels and buttons
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Single-framed nine-slice inked comic window panels, inset list frames and four
square button states, as SVG plus transparent PNG at 1x, 2x and 4x.

A comic kit that gets its weight from ink, not from lighting. Every surface is
a flat fill inside a heavy dark outline with a hard offset shadow underneath —
no bevels, no gradients, nothing that pretends the screen has a light source.
That is what makes it sit next to hand-drawn character art without looking
like a different game.

Two nine-slice panels — a single-framed window frame with 26 px corners and a
recessed inset frame with 18 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 square button states: default, hover, pressed
and disabled. They are drawn on the same 152×52 base with 18 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 flat poster tones or the single signal red 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 26, 26, 26, 26 for the window panel and 18, 18, 18, 18 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 — 0.23214 for
    the 112 px panel and 0.11842 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.
  - The outline is four pixels at 1x and it is the whole style — if you scale
    the kit down below 1x the outline collapses and the panels stop reading as
    inked, so use the 1x export as the floor and grow from there.

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