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

Every edge in this kit is slightly wrong on purpose. The outline is sampled
along its length and each point nudged, so no line is truly straight and no
two corners bend the same way — the thing a ruled rectangle can never do.
Shading is cross-hatching rather than a gradient, which is what keeps it
reading as drawn rather than as a rounded rectangle with a filter over it.

Two nine-slice panels — a double-framed window frame with 18 px corners and a
recessed inset frame with 12 px corners — cover almost every box a menu needs:
dialogs, inventory grids, list backgrounds, tooltips and stat panels. Two
concentric borders with a gap between them read as carved rather than drawn,
which is what separates a crafted interface from a rectangle with a stroke.
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 132×46 base with 10 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 off-white paper tones or the single ink blue 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 18, 18, 18, 18 for the window panel and 10, 10, 10, 10 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 — 0.16071 for
    the 112 px panel and 0.07576 for the 132 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/sketch-panel-ui-kit
More free assets: https://www.colorosse.com
