UI Packs

Dusk Panel UI Kit — title-barred panels and buttons

Title-barred nine-slice dusk purple window panels, inset list frames and four square button states, as SVG plus transparent PNG at 1x, 2x and 4x.

  • ui
  • svg
  • transparent png
  • nine-slice
  • panel
  • button
  • menu
  • ribbon
  • pixel art
  • retro
  • 2d
dusk purple game menu panel with a amber title strip and a recessed list area, next to a column showing the same square button in default, outlined hover and pushed-in pressed states
1600×800 previewtransparency shown as checkerboard

About this pack

A hard-edged kit for pixel games that still want a real menu, with the title bar built into the panel rather than bolted on. There are no rounded corners and no anti-aliasing anywhere: every border is a single flat pixel row, which is the only way a panel keeps its shape when a player runs the game at 3x on a 4K monitor. The violets are cool enough that amber reads as an alert without needing red.

Two nine-slice panels — a title-barred window frame with 16 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. A title band is built into the top of the panel, so a dialog header needs no second sprite and no manual alignment. 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 96×32 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 night-violet tones or the single 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.

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Download ZIP15 kB

Complete kit — SVG sources, PNG exports at 1x/2x/4x, licence and readme

Files included in this pack
FileFormatSizeDownload
Complete kit — SVG sources, PNG exports at 1x/2x/4x, licence and readmeZIP15 kBGet →
Window panel, editable SVGSVG2.3 kBGet →
Button (default state), editable SVGSVG1.6 kBGet →

How to use it

  1. In Unity, import the PNGs, set Texture Type to Sprite (2D and UI), and set the border to 16, 16, 16, 16 for the window panel and 8, 8, 8, 8 for the buttons; then set Image Type to Sliced on the UI component.
  2. 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.
  3. 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 — 0.2 for the 80 px panel and 0.08333 for the 96 px button.
  4. 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.
  5. Every edge lands on a whole pixel and nothing is anti-aliased, so import the 1x PNG with filtering set to Point (Unity), Nearest (Godot) or Nearest-Neighbour (Unreal) and scale by whole numbers only.

License

Creative Commons Attribution 4.0 — Free for commercial use. Credit required. Full terms · What this means in practice

Copy-paste credit line
"Dusk Panel UI Kit — title-barred panels and buttons" by Oğuzhan Girgin, licensed under CC BY 4.0 — https://www.colorosse.com/assets/2d/ui/dusk-panel-ui-kit