Actually Lights does not contain colliders, but what you can do is add a CircleCollider2D component to a light, then track if your object collide with the collider of this light and only then trace a ray from your object (character) to the light, if the ray hits a collider before hitting the light then you know your character is in the shadow part of this light!
I am not sure you could go away with this without using raycast2D, but dont be afraid once you get a hold on it it can be very straight-forward.
For example to put on your character :
private bool inTheShadow = false;
void Update() {
if(!inTheShadow) {
//Replace following lines with your own magic
Debug.Log("Too much Light!!");
}
else { Debug.Log("Vampire Secure Area!!"); }
}
void OnCollisionStay2D(Collision2D coll) {
if (coll.gameObject.tag == "Light") {//is that component a light? (need to have the light tag on your light
RaycastHit2Dfloat hitdistance = Physics2DVector3.Raycastdistance(transform.position,coll.gameObject.transform.position);
Vector3 rayDirection = (coll.gameObject.transform.position-transform.position).normalizednormalized;
RaycastHit2D hit = Physics2D.Raycast(transform.position,rayDirection,distance);
if(hit.collider!=coll) { //Am i hitting the light or smthing else?
inTheShadow = true;
}
else {inTheShadow = false;}
}
}
This is a non optimized version done quickly without unity or anything related near hand