175 survival crafting icons: wood, stone, ores, gems, fibers, hides, bones, forage, food, drinks and provisions. Color + grayscale PNG, 512 px, demo gallery scene.175 icons for everything a survivor chops, mines, gathers and packs.Logs, planks, branches, bark, bamboo and firewood bundles. Boulders, pebbles, flint, sandstone, slate and coal. Raw ores and cut gems — copper, iron, gold, cobalt, emerald, topaz, aquamarine and more — plus iron and silver ingots, nuts, bolts, springs, plates and glass. Plant fibers, straw sheaves, vines, palm fronds and rope. Cloth scraps, canvas, burlap, rawhide and leather. Furs, feathers, bones, horns, antlers, tusks and skulls. Forage from the wild: nuts, seeds, pine cones, berries and six kinds of mushroom. Shells, pearls, sponge and coral from the shoreline. Food for the campfire — meat, fish, eggs, butter, cheese, honey — and the gear that keeps it: canteens, waterskins, flasks, tonics, sacks, baskets, bedrolls, crates, canned fish, hardtack and a leather backpack. Every icon shares the same soft lighting, bold colours and rounded shapes, so any two of them sit together in an inventory grid.Built for survival, crafting and gathering loops. The set is organised by resource family — wood, stone, ores & gems, metal & glass, plants & fibers, cloth & leather, animal parts, forage, shoreline, food, drinks, provisions — so gathering nodes, crafting recipes, material tiers and camp storage need no extra art.Two states of every icon, same name, same folder.Color — the default stateGrayscale — a ready "locked / not yet gathered / missing ingredient" stateSwitching a whole UI between states is a folder-name change in your path string.Scroll through everything before you buy. The demo scene shows all 175 icons in one grid with buttons that switch the grid between Color and Grayscale.No pipeline lock-in. Plain sprites with an alpha channel. Built-in, URP and HDRP all work, and so do uGUI and UI Toolkit. Nothing to configure.175 icons, 350 PNG files total (175 × 2)Variants: Color 512 px, Grayscale 512 pxFormat: PNG, 32-bit RGBA, straight alpha, square, transparent backgroundImport settings: Sprite (2D and UI) · Single · Alpha Is Transparency ON · mip maps OFF · wrap Clamp · filter Bilinear · Pixels Per Unit 100 · Max Size 512 · Compressed HQ12 categories, identical folder tree in both variants: Wood 23 · Stone 19 · Plants_Fibers 19 · Ores_Gems 18 · Forage 18 · Animal_Parts 17 · Provisions 14 · Cloth_Leather 13 · Food 13 · Drinks 8 · Metal_Glass 7 · Shells_Coral 6Demo scene: Demo/SurvivalPropsIconsGalleryDemo.unity — scrolling grid of all 175 icons with runtime Color/Grayscale switching (uGUI, one small MonoBehaviour)Package size: RunAll sonrası yazılacak .unitypackage (source folder on disk 50,1 MB)Render pipeline: none required — sprites only, works in Built-in / URP / HDRPUnity version: no version-specific API used; sprites and one uGUI demo script onlyNo 3D meshes, materials, shaders or prefabs in this packageThe source artwork was generated with OpenAI image generation (ChatGPT) as 2 sheets of icons, from my own written prompts; no third-party artwork was supplied to the tool. Each sheet was then processed by my own scripts: every icon was segmented and cut out individually (touching icons separated by hand-placed cuts and colour rules), named and categorised with Claude, upscaled 4x with Real-ESRGAN x4plus, separated from the background with an alpha matte (BiRefNet matting plus colour correction), cleaned of dark edge fringes (defringe) and normalised to a 512 px square canvas. Every icon was then reviewed on light and dark backgrounds and 16 were re-processed. Of 273 raw icons, 98 were removed (1 defective, 32 near-duplicates within the set, 65 matching my existing icon packs), leaving 175. The grayscale variant is generated from the 512 px colour icon.




