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

Cel shading inverted: pale ink on a dark wash rather than dark ink on paper.
The hard-edged terminator is the same shape in both families and it has to be
— a soft falloff is the one thing cel shading cannot have — but a pale outline
on black needs more weight than a dark one on white, and the second concentric
frame gives the panel somewhere to put it.

Two nine-slice panels — a double-framed window frame with 14 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 tab button states: default, hover, pressed and
disabled. They are drawn on the same 120×48 base with 8 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 charcoal wash tones or the single seal 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 14, 14, 14, 14 for the window panel and 8, 8, 8, 8 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 — 0.10294 for
    the 136 px panel and 0.06667 for the 120 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/sumi-panel-ui-kit
More free assets: https://www.colorosse.com
