Detecting if the player is in light

I have a bit of a problem here, first off. My desktop’s graphics card for whatever reason can’t render shadows.
Anyways, I’ve started on a script to detect if the player is in the shadows or not. Here’s what I have so far:

using UnityEngine;
using System.Collections;
//[RequireComponent(typeof(DayHud))]
public class DetectPlayerVisibility : MonoBehaviour {

	[SerializeField]
	Transform WorldLight;

	Vector3 RayDir;
	DayHud dayHud;

	// Use this for initialization
	void Start () {
		// Ray direction is SUPPOSED TO BE at the same angle as the Directional Light, but pointing the opposite direction
		RayDir = new Vector3 (WorldLight.rotation.x * -1, WorldLight.rotation.y, WorldLight.rotation.z * -1);
		//Get the Day HUD from the Camera
		dayHud = Camera.main.gameObject.GetComponent<DayHud> ();
	
	}
	
	// Update is called once per frame
	void Update () {

		if (Physics.Raycast (transform.position, RayDir, 1000))
		{
			dayHud.IsHidden = false;
			print ("Player is not visible.");
		} else {
			dayHud.IsHidden = true;
			print ("Player is visible.");
		}
	
	}
	void OnDrawGizmos()
	{
		Gizmos.DrawRay (transform.position, RayDir);
	}
}

My problem is no matter what I do to WorldLight.rotation when setting RayDir, the ray is always facing a completely different direction.
I just need it to basically be at the same angle as the directional light, except aimed at the sky instead of the ground.

Try This

Well. I managed to figure this out and the answer was INCREDIBLY simple. I don’t know how I missed it.

I just had to use WorldLight.forward instead of RayDir. And multiply it by -1.